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feat: split tick function and draw function #27
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Here's the code health analysis summary for commits Analysis Summary
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Caution Review failedThe pull request is closed. WalkthroughThe patch splits the per-frame lifecycle in Changes
Sequence DiagramsequenceDiagram
participant Caller as External Caller
participant iterate as UserApp::iterate()
participant tick as UserApp::tick()
participant draw as UserApp::draw()
participant GPU as GPU / Swapchain
Caller->>iterate: call iterate()
iterate->>tick: call tick()
activate tick
tick->>tick: ImGui NewFrame & editors (vertex/shader edits)
tick->>tick: ImGui EndFrame
tick-->>iterate: return SDL_AppResult
deactivate tick
alt continue (SDL_AppResult indicates continue)
iterate->>draw: call draw()
activate draw
draw->>draw: Acquire command buffer & begin render pass
draw->>draw: Bind pipeline, update vertex buffer / shader if edited
draw->>GPU: Issue draw calls & render ImGui draw data
draw->>GPU: Present swapchain image
draw-->>iterate: return SDL_AppResult
deactivate draw
end
iterate-->>Caller: return final SDL_AppResult
Estimated code review effort🎯 2 (Simple) | ⏱️ ~8 minutes
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✅ Passed checks (2 passed)
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Note Docstrings generation - SUCCESS |
Docstrings generation was requested by @WSQS. * #27 (comment) The following files were modified: * `main.cpp`
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Actionable comments posted: 1
🧹 Nitpick comments (3)
main.cpp (3)
117-117: Add documentation for the newtick()method.The
tick()method lacks a documentation comment explaining its purpose and return value, unlike other lifecycle methods (init(),event(),quit()). Consider adding a docblock for consistency.Apply this diff to add documentation:
+ /** + * @brief Advance the application's UI state by one frame: setup ImGui, update UI content, and finalize the frame. + * + * Initializes the ImGui frame, displays the demo window and custom editor windows, processes user input for + * vertex position and shader source modifications, and finalizes the UI frame data. + * + * @return SDL_AppResult `SDL_APP_CONTINUE` to proceed with rendering. + */ SDL_AppResult tick()
154-154: Add documentation for the newdraw()method.The
draw()method lacks a documentation comment explaining its purpose and return value. Consider adding a docblock for consistency with other lifecycle methods.Apply this diff to add documentation:
+ /** + * @brief Render the current frame: submit pipeline updates, acquire resources, execute render pass, and present. + * + * Finalizes ImGui rendering, submits the graphics pipeline, acquires the command buffer and swapchain texture, + * records a render pass that draws the triangle geometry and ImGui draw data, and submits the command buffer + * for presentation. + * + * @return SDL_AppResult `SDL_APP_CONTINUE` to continue the main loop, or early if swapchain unavailable. + */ SDL_AppResult draw()
117-152: The ImGui frame lifecycle pattern in your tick/draw split is valid and supported.Dear ImGui officially supports calling
EndFrame()earlier andRender()later in a split tick/draw loop architecture.ImGui::Render()will callEndFrame()for you if it hasn't been called yet. Your code correctly implements this pattern by callingEndFrame()intick()and (implicitly)Render()indraw().Consider adding a brief comment above the
ImGui::EndFrame()call to document this intentional split for future maintainers:// Finalize ImGui frame here; draw() will call Render() to produce ImDrawData ImGui::EndFrame();
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main.cpp(3 hunks)
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🔇 Additional comments (2)
main.cpp (2)
224-231: Nice separation of concerns!The refactored control flow clearly separates UI updates from rendering, and correctly handles early-exit from
tick()by skippingdraw(). This improves modularity and makes the frame lifecycle more explicit.
159-159: The review comment is incorrect—the code already implements the optimization suggested.The
submit()method contains anif (m_modified)guard that prevents any expensive operations when shaders haven't changed. The guard only allows shader compilation and GPU pipeline creation whenm_modifiedis true, which is set exclusively byset_vertex_shader()andset_fragment_shader()on successful shader compilation. Callingsubmit()every frame with this guard in place is a standard pattern and has negligible overhead when no changes occurred.Likely an incorrect or invalid review comment.
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clang-tidy made some suggestions
* 📝 Add docstrings to `tick_draw` Docstrings generation was requested by @WSQS. * #27 (comment) The following files were modified: * `main.cpp` * style: format code with ClangFormat This commit fixes the style issues introduced in 7f55a49 according to the output from ClangFormat. Details: #28 --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: deepsource-autofix[bot] <62050782+deepsource-autofix[bot]@users.noreply.github.com>
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