feat: setup template
feat: implemented game of life feat: implemented automatic stepping fix: operator< Cell Cell now sorts by y first, then x fix: equalized scroll x/y fix: removed unused code path fix: marked simulation::living as static since it's no longer forward declared tweak: decreased number of cells on random initialization feat: defined Toggle element feat: added debug information toggle to UI feat: implemented simulation multithreading feat: improved simulation frame delta controls feat: inverted direction of panel colours fix: removed leftover die colors feat: reorganized and cleaned up style namespace chore: increased button border width feat: added SDL3 submodule feat: added SDL3_ttf submodule feat: moved clay to vendor (rather than include) feat: replaced premake5 with CMake to vendor SDL3 chore: translated more C stuff to C++ in main.cpp fix: stepping being inconsistent while running feat: fixed incorrect behaviour on simulation and added benchmarking code feat: minor adjustments to UI layout feat: increased thread count for pool feat: improved simulation benchmarking feat: simulation tasks can now be subdivided into separate workloads for separate threads feat: improved task counting thread safety chore: massively increased random field fix: target delta time is now enforced feat: added toggle for locked framerate fix: replaced manual .lock()/.unlock() calls with std::scoped_lock fix: benchmarking code was off by a magnitude of 1 feat: separated cell state checking into separate function in case another algo is faster than .contains chore: some comments on variables in simulation.cpp feat: set task split to hardware_concurrency() feat: added basic culling to cell renderer feat: implemented simulation threading toggle chore: lowered random button's field size chore: reduced padding on panel containers chore: minor formatting adjustment feat: added README.md fix: inverted x scroll feat: converted project to template feat: added .clangd
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README.md
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README.md
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# Clay SDL3 Template
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## Using Template
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### Just use [`just`](https://just.systems/man/en/)
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Run `just set-project-name {project name}` first.
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And remember to `git remote set-url origin {repo}`.
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### Otherwise
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Modify the CMakeLists.txt manually, just replace CHANGEME with whatever your binary should be called.
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## Compiling
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> Remember to `git submodule update --init --recursive`!
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### Just again
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`just configure` runs cmake configuration and generates a `compile_commands.json`.
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`just build` runs the cmake build.
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### CMake works too, I guess
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`cmake -S. -Bbuild`
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`cmake --build build`
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Same as always
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## Files
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### thread_pool.h/cpp
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Thread pool used for parallel GoL generation ticking.
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### application.h/cpp
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UI and layout logic.
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### style.h/cpp
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Reusable UI styling
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### resources.h/cpp
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Font loading.
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### elements.h/cpp
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Reusable UI elements
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### input.h/cpp
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Handling of input events.
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### main.cpp:
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Entrypoint, setup, and main application loop.
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## Prerequisites
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* CMake 3.21 or higher
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* Compiler capable of C++23 and C23.
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## Dependencies
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### SDL3
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Included as git submodule at `vendor/SDL3/` and dynamically linked.
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### SDL3_ttf
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Included as git submodule at `vendor/SDL3_ttf/` and dynamically linked.
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### Clay
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Included as files in `vendor/clay/clay.h`; Single header library.
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### Clay SDL3 renderer
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Included as files in `vendor/renderer/` and compiled as part of the project.
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> Note: Mildly modified from the official Clay_SDL3_renderer to enable more advanced styling.
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## Code Standards
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* Keep program structure as simple as possible. No `class Application {` class or other Java-isms. Prefer namespaces with static lifetime variables.
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* Use STL where possible. Don't reinvent the wheel.
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* K&R brackets. With notable exceptions(1)
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* camelCase for variables, PascalCase for types and functions (that's what SDL and Clay do).
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* In class member functions, always use `this->` to access member variables.
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* const applies to the name to it's left, so it goes after the type, not `const int x;` but `int const x`.
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* \* and & flush with the declaration name. `Type const &Function(Type &inRef)`
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> (1) Bracket exceptions:
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> * using scoped_lock in arbitrary blocks, prefer tailed lisp brackets
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```
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struct Data {
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int x{ 0 }, y{ 0 };
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};
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void MyFunction(Data const &data) { // K&R here
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DoAsynchronousThings();
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{ scoped_lock lock{ myMutex };
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myVariable++;
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} // not quite lisp, lisp with a tail
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DoMoreAsynchronousThings();
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}
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```
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