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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <random>
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#include <windows.h>
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#include "Node.h"
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#include <thread>
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#include <stack>
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const int WINDOW_X = 300;
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const int WINDOW_Y = 300;
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float elap_time() {
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static __int64 start = 0;
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static __int64 frequency = 0;
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if (start == 0) {
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QueryPerformanceCounter((LARGE_INTEGER*)&start);
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QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
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return 0.0f;
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}
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__int64 counter = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&counter);
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return (float)((counter - start) / double(frequency));
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}
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void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_) {
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for (int i = start_range_; i < end_range_; i++) {
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node_vec->operator[](i).Update(node_vec);
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}
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}
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int main() {
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 19);
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std::vector<Node> node_vec;
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// Init nodes, random value, push to front_stack
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for (int x = 0; x < Node::x_bound; x++) {
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for (int y = 0; y < Node::y_bound; y++) {
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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if ((x % 5 == 0) || (y % 8 == 0)) {
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node_vec.at(node_vec.size() - 1).Revive();
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}
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}
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}
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// Init window, and loop data
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
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float step_size = 0.0005f;
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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int frame_count = 0;
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std::stack<std::thread> thread_stack;
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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sf::Texture texture;
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texture.create(WINDOW_X, WINDOW_Y);
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sf::Sprite sprite(texture);
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while (window.isOpen()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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}
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// Time keeping
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// Do nothing, FPS tied update()
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}
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for (int i = 0; i < 12; i++) {
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thread_stack.emplace(updateRange, &node_vec, (node_vec.size() / 12)* i, (node_vec.size() / 12)* (i + 1));
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}
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while (!thread_stack.empty()) {
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thread_stack.top().join();
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thread_stack.pop();
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}
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec[i].ShiftState();
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if (node_vec[i].CurrentState() == true) {
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pixel_array[i * 4] = 112; // R?
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pixel_array[i * 4 + 1] = 190; // G?
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pixel_array[i * 4 + 2] = 249; // B?
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pixel_array[i * 4 + 3] = 255; // A?
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}
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else {
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pixel_array[i * 4] *= 0.999;// 49; // R?
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//pixel_array[i * 4 + 1] *= 0.999;//68; // G?
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pixel_array[i * 4 + 2] *= 0.999;//72; // B?
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pixel_array[i * 4 + 3] *= 0.999;//255; // A?
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}
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}
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window.clear();
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texture.update(pixel_array);
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window.draw(sprite);
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window.display();
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}
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return 0;
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}
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