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Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp30
1 files changed, 23 insertions, 7 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 0bac544..3152156 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -78,12 +78,22 @@ Main_InputTest(project_data *File, project_state *State, memory *Memory, sorted_
ImGuiIO& io = ImGui::GetIO();
SDL_Event event = {};
int test = 0;
+ // printf("%i\n", State->MenuFocused);
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_DROPFILE) {
char *DropFile = event.drop.file;
- Source_Generate(File, State, Memory, DropFile);
+ File_Open(File, State, Memory, DropFile);
+#if 0
+ if (State->MenuFocused) {
+ if (File_Open(File, State, Memory, DropFile)) {
+ State->UpdateFrame = true;
+ }
+ } else {
+ Source_Generate(File, State, Memory, DropFile);
+ }
+#endif
SDL_free(DropFile);
}
if (event.type == SDL_QUIT)
@@ -776,7 +786,7 @@ Render_Comp(project_data *File, project_state *State, memory *Memory, sorted_fil
Arbitrary_Zero((uint8 *)CompBuffer, Size);
- uint64 Comp_TimeStart = GetCPUTime();
+ // uint64 Comp_TimeStart = GetCPUTime();
for (int i = 0; i < SortedCompStart->LayerCount; i++) {
sorted_layer_array SortEntry = SortedLayerStart[i];
@@ -913,7 +923,7 @@ Render_Comp(project_data *File, project_state *State, memory *Memory, sorted_fil
}
}
- Entry_Main->CycleTime = GetCPUTime() - Comp_TimeStart;
+ // Entry_Main->CycleTime = GetCPUTime() - Comp_TimeStart;
Entry_Main->IsCached = true;
if (CompIndex == File->PrincipalCompIndex && State->LastCachedFrame != State->Frame_Current) {
@@ -1293,6 +1303,7 @@ int main(int argc, char *argv[]) {
while (State->IsRunning)
{
+ // uint64 StartTime = GetCPUTime();
uint64 PerfFrequency = SDL_GetPerformanceFrequency();
uint64 PerfStart = SDL_GetPerformanceCounter();
@@ -1378,12 +1389,14 @@ int main(int argc, char *argv[]) {
if (State->FirstFrame)
State->UpdateScreen = 2;
+ // State->UpdateScreen = 1;
+
// TODO(fox): Do the same thing with the timeline and viewport to
// reduce wasted rendering further; for now I am at least pausing all
// UI when no inputs happen.
- uint64 InputStart = SDL_GetPerformanceCounter();
+ // uint64 InputStart = GetCPUTime();
State->UpdateScreen += Main_InputTest(File, State, &Memory, Sorted, &File->UI, window, textureID);
- uint64 InputTime = SDL_GetPerformanceCounter() - InputStart;
+ // uint64 InputTime = GetCPUTime() - InputStart;
if (State->IsPlaying) {
block_composition *MainComp = (block_composition *)Memory_Block_AddressAtIndex(&Memory, F_Precomps, File->PrincipalCompIndex);
@@ -1484,7 +1497,7 @@ int main(int argc, char *argv[]) {
// frames, but we'd have to make sure the pop order stays the same in all scenarios.
Assert(Debug.ScratchState == 0);
- uint64 RenderStart = SDL_GetPerformanceCounter();
+ // uint64 RenderStart = GetCPUTime();
bool32 UpdateScreen = 0;
if (State->IsPlaying && State->HotFramePerf > 1 && FullyCached) {
uint64 RenderTime = SDL_GetPerformanceCounter() - State->HotFramePerf;
@@ -1501,7 +1514,7 @@ int main(int argc, char *argv[]) {
UpdateScreen = 1;
}
}
- uint64 RenderTime = SDL_GetPerformanceCounter() - RenderStart;
+ // uint64 RenderTime = GetCPUTime() - RenderStart;
if (State->HotFramePerf == 1) {
State->HotFramePerf = SDL_GetPerformanceCounter();
@@ -1522,7 +1535,10 @@ int main(int argc, char *argv[]) {
if (TargetMS > FrameMS)
SDL_Delay((uint64)(TargetMS - FrameMS));
}
+
+ // uint64 TotalTime = GetCPUTime() - StartTime;
// printf("TOTAL: %.2lu, (%.2f ms) - INPUTS: %.2lu - RENDERING: %.2lu\n", PerfTime, FrameMS, InputTime, RenderTime);
+ // printf("TOTAL: %.2lu - INPUTS: %.2lu (%.2f) - RENDERING: %.2lu (%.2f)\n", TotalTime, InputTime, (real64)InputTime / TotalTime, RenderTime, (real64)RenderTime / TotalTime);
// printf("TOTAL: %.2lu, (%.2f ms) - RENDERING: %.2lu\n", PerfTime, FrameMS, PerfTime);
}