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# include "imgui.h"
# include "imgui_impl_sdl2.h"
# include "imgui_impl_opengl3.h"
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# include "file_browser.h"
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# include "playback.h"
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# include "theme.h"
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# include "icon.h"
# include "IconsForkAwesome.h"
# include <iostream>
# include <fstream>
# include <json/json.h>
# include <stdio.h>
# include "forkawesome.h"
# include <numbers>
# include <cmath>
# include <cstdlib>
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# include <string>
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# include <SDL.h>
# include <SDL_image.h>
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# include <filesystem>
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# if defined(IMGUI_IMPL_OPENGL_ES2)
# include <SDL_opengles2.h>
# else
# include <SDL_opengl.h>
# endif
static const char * NAME = " Neko Player " ;
# ifdef __EMSCRIPTEN__
# include "../libs/emscripten/emscripten_mainloop_stub.h"
# endif
using namespace std : : filesystem ;
using namespace std : : numbers ;
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using std : : string ;
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static float accent_color = 280.0 ;
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string PadZeros ( string input , size_t required_length ) {
return std : : string ( required_length - std : : min ( required_length , input . length ( ) ) , ' 0 ' ) + input ;
}
uint8_t TimeToComponentCount ( double time_code ) {
int seconds = ( int ) time_code ;
int minutes = seconds / 60 ;
seconds - = minutes * 60 ;
int hours = minutes / 60 ;
minutes - = hours * 60 ;
if ( hours > 0 ) {
return 3 ;
} else if ( minutes > 0 ) {
return 2 ;
} else {
return 1 ;
}
}
string TimeToString ( double time_code , uint8_t min_components = 1 ) {
uint8_t components = std : : max ( TimeToComponentCount ( time_code ) , min_components ) ;
int seconds = ( int ) time_code ;
int minutes = seconds / 60 ;
seconds - = minutes * 60 ;
int hours = minutes / 60 ;
minutes - = hours * 60 ;
string output = PadZeros ( std : : to_string ( seconds ) , components < 2 ? 1 : 2 ) ;
if ( components > = 2 ) {
output = PadZeros ( std : : to_string ( minutes ) , components = = 2 ? 1 : 2 ) + " : " + output ;
}
if ( components > = 3 ) {
output = PadZeros ( std : : to_string ( hours ) , components = = 3 ? 1 : 2 ) + " : " + output ;
}
return output ;
}
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// Main code
int main ( int , char * * )
{
bool enable_kms = std : : getenv ( " LAP_KMS " ) ! = nullptr ;
SDL_SetHint ( SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR , " false " ) ;
SDL_SetHint ( SDL_HINT_APP_NAME , NAME ) ;
// Setup SDL
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER ) ! = 0 )
{
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
}
if ( std : : string ( SDL_GetCurrentVideoDriver ( ) ) = = " KMSDRM " ) {
enable_kms = true ;
}
IMG_Init ( IMG_INIT_PNG | IMG_INIT_WEBP ) ;
const char * prefPath = SDL_GetPrefPath ( " Catmeow72 " , NAME ) ;
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Theme : : prefPath = prefPath ;
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// Decide GL+GLSL versions
# if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char * glsl_version = " #version 100 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_ES ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 2 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char * glsl_version = " #version 150 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ; // Always required on Mac
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# endif
// From 2.0.18: Enable native IME.
# ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint ( SDL_HINT_IME_SHOW_UI , " 1 " ) ;
# endif
// Create window with graphics context
SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
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int window_width = 475 ;
int window_height = 354 ;
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SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
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SDL_Window * window = SDL_CreateWindow ( NAME , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , window_width , window_height , window_flags ) ;
SDL_SetWindowMinimumSize ( window , window_width , window_height ) ;
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if ( enable_kms ) {
SDL_SetWindowFullscreen ( window , SDL_WINDOW_FULLSCREEN_DESKTOP ) ;
}
SDL_Surface * icon = IMG_Load_RW ( SDL_RWFromConstMem ( icon_data , icon_size ) , 1 ) ;
SDL_SetWindowIcon ( window , icon ) ;
SDL_GLContext gl_context = SDL_GL_CreateContext ( window ) ;
SDL_GL_MakeCurrent ( window , gl_context ) ;
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// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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io . IniFilename = strdup ( ( std : : string ( prefPath ) + " imgui.ini " ) . c_str ( ) ) ;
if ( enable_kms ) {
io . MouseDrawCursor = true ;
}
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL ( window , gl_context ) ;
ImGui_ImplOpenGL3_Init ( glsl_version ) ;
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
io . Fonts - > AddFontDefault ( ) ;
ImFontConfig config ;
config . MergeMode = true ;
config . GlyphMinAdvanceX = 13.0f ;
static const ImWchar icon_ranges [ ] = { ICON_MIN_FK , ICON_MAX_FK , 0 } ;
io . Fonts - > AddFontFromMemoryCompressedBase85TTF ( forkawesome_compressed_data_base85 , 13.0f , & config , icon_ranges ) ;
// Our state
bool show_demo_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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FileBrowser fileDialog ( false ) ;
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fileDialog . SetTitle ( " Open... " ) ;
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fileDialog . SetTypeFilters ( " Audio files " , { " .wav " , " .ogg " , " .mp3 " , " .qoa " , " .flac " , " .xm " , " .mod " } ) ;
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std : : string userdir = std : : getenv (
# ifdef _WIN32
" UserProfile "
# else
" HOME "
# endif
) ;
fileDialog . SetPwd ( path ( userdir ) / path ( " Music " ) ) ;
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fileDialog . SetWindowSize ( window_width , window_height ) ;
//fileDialog.SetWindowPos(0, 0);
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Playback * playback = new Playback ( ) ;
float position = 0.0 ;
// Main loop
bool done = false ;
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Theme * theme = new Theme ( false ) ;
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bool prefs_window = false ;
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bool theme_editor = false ;
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bool stopped = true ;
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bool vsync = false ;
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{
Json : : Value config ;
std : : ifstream stream ;
stream . open ( path ( prefPath ) / " config.json " ) ;
if ( stream . is_open ( ) ) {
stream > > config ;
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if ( config . isMember ( " theme_name " ) ) {
path themePath = theme - > themeDir / config [ " theme_name " ] . asString ( ) ;
if ( exists ( themePath ) ) {
delete theme ;
theme = new Theme ( themePath ) ;
}
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}
if ( config . isMember ( " accent_color " ) ) {
accent_color = config [ " accent_color " ] . asFloat ( ) ;
}
if ( config . isMember ( " demo_window " ) ) {
show_demo_window = config [ " demo_window " ] . asBool ( ) ;
}
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if ( config . isMember ( " vsync " ) ) {
vsync = config [ " vsync " ] . asBool ( ) ;
}
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stream . close ( ) ;
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}
if ( is_empty ( Theme : : themeDir ) ) {
path lightPath = Theme : : themeDir / " light.json " ;
path darkPath = Theme : : themeDir / " dark.json " ;
if ( ! exists ( lightPath ) ) {
Theme light ( false ) ;
light . Save ( lightPath ) ;
}
if ( ! exists ( darkPath ) ) {
Theme dark ( true ) ;
dark . Save ( darkPath ) ;
}
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delete theme ;
theme = new Theme ( darkPath ) ;
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}
}
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SDL_GL_SetSwapInterval ( vsync ? 1 : 0 ) ;
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theme - > Apply ( accent_color ) ;
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# ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io . IniFilename = nullptr ;
EMSCRIPTEN_MAINLOOP_BEGIN
# else
while ( ! done )
# endif
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{ /*
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{
int min_x ;
int min_y ;
SDL_GetWindowMinimumSize ( window , & min_x , & min_y ) ;
int height = ImGui : : GetFrameHeightWithSpacing ( ) + ImGui : : GetFrameHeight ( ) + ( ImGui : : GetStyle ( ) . WindowPadding . y * 2 ) + ( ( ImGui : : GetStyle ( ) . FramePadding . y * 2 ) + ImGui : : GetFontSize ( ) ) ;
if ( height ! = min_y ) {
min_y = height ;
SDL_SetWindowMinimumSize ( window , 475 , min_y ) ;
}
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} */
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position = playback - > GetPosition ( ) ;
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
ImGui_ImplSDL2_ProcessEvent ( & event ) ;
if ( event . type = = SDL_QUIT )
done = true ;
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if ( event . type = = SDL_WINDOWEVENT ) {
if ( event . window . event = = SDL_WINDOWEVENT_RESIZED ) {
window_width = event . window . data1 ;
window_height = event . window . data2 ;
//SDL_GetWindowSize(window, &window_width, &window_height);
}
if ( event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) ) {
done = true ;
}
}
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}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
auto dockid = ImGui : : DockSpaceOverViewport ( nullptr , ImGuiDockNodeFlags_AutoHideTabBar ) ;
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
ImGui : : SetNextWindowDockID ( dockid ) ;
ImGui : : Begin ( " Player " , nullptr , ImGuiWindowFlags_MenuBar ) ;
{
if ( ImGui : : BeginMenuBar ( ) ) {
if ( ImGui : : BeginMenu ( ICON_FK_FILE " File " ) ) {
if ( ImGui : : MenuItem ( ICON_FK_FOLDER_OPEN " Open " ) ) {
fileDialog . Open ( ) ;
}
if ( ImGui : : MenuItem ( ICON_FK_WINDOW_CLOSE " Quit " ) ) {
done = true ;
}
ImGui : : EndMenu ( ) ;
}
if ( ImGui : : BeginMenu ( ICON_FK_SCISSORS " Edit " ) ) {
if ( ImGui : : MenuItem ( ICON_FK_COG " Preferences... " ) ) {
prefs_window = true ;
}
ImGui : : EndMenu ( ) ;
}
# ifdef DEBUG
if ( ImGui : : BeginMenu ( ICON_FK_COG " Debug " ) ) {
if ( ImGui : : MenuItem ( " Show ImGui Demo Window " , nullptr , show_demo_window ) ) {
show_demo_window = ! show_demo_window ;
}
ImGui : : EndMenu ( ) ;
}
# endif
ImGui : : EndMenuBar ( ) ;
}
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ImGui : : SetCursorPosY ( ImGui : : GetWindowHeight ( ) - ImGui : : GetFrameHeightWithSpacing ( ) - ImGui : : GetFrameHeight ( ) - ImGui : : GetStyle ( ) . WindowPadding . y ) ;
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if ( ImGui : : Button ( playback - > IsPaused ( ) ? ICON_FK_PLAY " ##Pause " : ICON_FK_PAUSE " ##Pause " ) ) {
playback - > Pause ( ) ;
}
ImGui : : SameLine ( ) ;
if ( ImGui : : Button ( ICON_FK_REFRESH " ##Restart " ) ) {
playback - > Seek ( 0.0 ) ;
}
ImGui : : SameLine ( ) ;
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const int NEXT_SLIDER_COUNT = 1 ;
ImGui : : SetNextItemWidth ( - ( ImGui : : GetFontSize ( ) * ( 1 + ( 8 * NEXT_SLIDER_COUNT ) ) ) - ( ImGui : : GetStyle ( ) . ItemSpacing . x * ( NEXT_SLIDER_COUNT + 1 ) ) - ( ImGui : : GetStyle ( ) . WindowPadding . x ) ) ;
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uint8_t components = TimeToComponentCount ( playback - > GetLength ( ) ) ;
string time_str = TimeToString ( position , components ) ;
if ( ImGui : : SliderFloat ( " ##Seek " , & position , 0.0f , playback - > GetLength ( ) , time_str . c_str ( ) , ImGuiSliderFlags_NoRoundToFormat ) )
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playback - > Seek ( position ) ;
ImGui : : SameLine ( ) ;
if ( ImGui : : Button ( ICON_FK_STOP " ##Stop " ) ) {
playback - > Stop ( ) ;
}
ImGui : : SameLine ( ) ;
ImGui : : SetNextItemWidth ( ImGui : : GetFontSize ( ) * 8 ) ;
if ( ImGui : : SliderFloat ( " ##Volume " , & playback - > volume , 0.0 , 100.0 , ICON_FK_VOLUME_UP " : %.0f%% " ) ) {
playback - > Update ( ) ;
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}
ImGui : : PushItemWidth ( ( ImGui : : GetWindowWidth ( ) / 3 ) - ( ImGui : : GetStyle ( ) . ItemSpacing . x ) - ( ImGui : : GetStyle ( ) . WindowPadding . x / 3 ) ) ;
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if ( ImGui : : SliderFloat ( " ##Speed " , & playback - > speed , 0.25 , 4.0 , " Speed: %.2fx " , ImGuiSliderFlags_Logarithmic ) ) {
playback - > Update ( ) ;
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}
ImGui : : SameLine ( ) ;
if ( ImGui : : SliderFloat ( " ##Tempo " , & playback - > tempo , 0.25 , 4.0 , " Tempo: %.2fx " , ImGuiSliderFlags_Logarithmic ) ) {
playback - > Update ( ) ;
}
ImGui : : SameLine ( ) ;
if ( ImGui : : SliderFloat ( " ##Pitch " , & playback - > pitch , 0.25 , 4.0 , " Pitch: %.2fx " , ImGuiSliderFlags_Logarithmic ) ) {
playback - > Update ( ) ;
}
ImGui : : PopItemWidth ( ) ;
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}
ImGui : : End ( ) ;
if ( prefs_window ) {
ImVec2 min_size ;
min_size . x = ImGui : : GetFontSize ( ) * 18 ;
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min_size . y = ( ImGui : : GetFrameHeightWithSpacing ( ) * 8 ) + ( ImGui : : GetFontSize ( ) ) ;
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ImVec2 max_size ;
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max_size . x = 99999997952 ; // The compiler says that if this were just 9s it would be turned into this anyways.
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max_size . y = 99999997952 ;
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ImGui : : SetNextWindowSizeConstraints ( min_size , max_size ) ;
ImGui : : Begin ( " Preferences... " , & prefs_window ) ;
{
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if ( ImGui : : Checkbox ( " Enable VSync " , & vsync ) ) {
SDL_GL_SetSwapInterval ( vsync ? 1 : 0 ) ;
}
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if ( ImGui : : Button ( ICON_FK_MAGIC " Theme Editor " , ImVec2 ( ImGui : : GetWindowWidth ( ) - ( ImGui : : GetStyle ( ) . WindowPadding . x * 2.0f ) , 0 ) ) ) {
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theme_editor = true ;
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}
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static char filter [ 1024 ] = { 0 } ;
ImGui : : Text ( " Filter: " ) ; ImGui : : SameLine ( ) ;
ImGui : : SetNextItemWidth ( ImGui : : GetWindowWidth ( ) - ImGui : : GetCursorPosX ( ) - ImGui : : GetStyle ( ) . WindowPadding . x ) ;
ImGui : : InputText ( " ##FilterInput " , filter , 1024 ) ;
ImGui : : Text ( " Select a theme... " ) ;
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ImVec2 ListBoxSize = ImVec2 ( ImGui : : GetWindowWidth ( ) - ( ImGui : : GetStyle ( ) . WindowPadding . x * 2.0f ) , - ImGui : : GetTextLineHeightWithSpacing ( ) - ImGui : : GetStyle ( ) . WindowPadding . y ) ;
if ( ImGui : : BeginTable ( " ##Themes " , 2 , 0 , ListBoxSize ) ) {
ImGui : : TableSetupColumn ( " Name " , ImGuiTableColumnFlags_WidthStretch ) ;
ImGui : : TableSetupColumn ( " Remove " , ImGuiTableColumnFlags_WidthFixed ) ;
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for ( auto themePath : Theme : : availableThemes ) {
if ( themePath . stem ( ) . string ( ) . starts_with ( filter ) ) {
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ImGui : : TableNextRow ( ) ;
ImGui : : TableSetColumnIndex ( 0 ) ;
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const bool is_selected = themePath = = theme - > file_path ;
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if ( ImGui : : Selectable ( themePath . stem ( ) . generic_string ( ) . c_str ( ) , is_selected , 0 ) ) {
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delete theme ;
theme = new Theme ( themePath ) ;
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theme - > Apply ( accent_color ) ;
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break ;
}
if ( is_selected ) {
ImGui : : SetItemDefaultFocus ( ) ;
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} else {
ImGui : : TableSetColumnIndex ( 1 ) ;
if ( ImGui : : SmallButton ( ( string ( ICON_FK_WINDOW_CLOSE " ## " ) + themePath . stem ( ) . generic_string ( ) ) . c_str ( ) ) ) {
printf ( " %s \n " , themePath . c_str ( ) ) ;
std : : filesystem : : remove ( themePath ) ;
Theme : : updateAvailableThemes ( ) ;
break ;
}
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}
}
}
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ImGui : : EndTable ( ) ;
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}
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ImGui : : SetNextItemWidth ( ImGui : : GetWindowWidth ( ) - ( ImGui : : GetStyle ( ) . FramePadding . x * 4 ) ) ;
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if ( ImGui : : SliderFloat ( " ##AccentColor " , & accent_color , 0.0 , 360.0 , " UI hue: %.0f° " , ImGuiSliderFlags_NoRoundToFormat ) ) {
theme - > Apply ( accent_color ) ;
}
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}
ImGui : : End ( ) ;
}
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if ( theme_editor ) {
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Theme : : ShowEditor ( & theme_editor , theme ) ;
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theme - > Apply ( accent_color ) ;
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}
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if ( fileDialog . IsOpened ( ) ) {
fileDialog . SetWindowSize ( window_width , window_height ) ;
fileDialog . SetWindowPos ( 0 , 0 ) ;
}
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fileDialog . Display ( ) ;
if ( fileDialog . HasSelected ( ) ) {
playback - > Start ( fileDialog . GetSelected ( ) . string ( ) ) ;
SDL_SetWindowTitle ( window , ( fileDialog . GetSelected ( ) . filename ( ) . replace_extension ( " " ) . string ( ) + std : : string ( " - " ) + std : : string ( NAME ) ) . c_str ( ) ) ;
fileDialog . ClearSelected ( ) ;
}
if ( playback - > IsStopped ( ) & & ! stopped ) {
SDL_SetWindowTitle ( window , NAME ) ;
}
// Rendering
ImGui : : Render ( ) ;
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
SDL_Window * backup_current_window = SDL_GL_GetCurrentWindow ( ) ;
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext ( ) ;
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
SDL_GL_MakeCurrent ( backup_current_window , backup_current_context ) ;
}
SDL_GL_SwapWindow ( window ) ;
}
// Cleanup
# ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END ;
# endif
delete playback ;
// Cleanup
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
SDL_GL_DeleteContext ( gl_context ) ;
SDL_DestroyWindow ( window ) ;
IMG_Quit ( ) ;
SDL_Quit ( ) ;
{
Json : : Value config ;
std : : ofstream stream ;
stream . open ( path ( prefPath ) / " config.json " ) ;
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path themePath ( theme - > file_path ) ;
themePath = themePath . filename ( ) ;
if ( ! themePath . empty ( ) ) {
config [ " theme_name " ] = themePath . filename ( ) . string ( ) ;
}
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config [ " accent_color " ] = accent_color ;
config [ " demo_window " ] = show_demo_window ;
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config [ " vsync " ] = vsync ;
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stream < < config ;
stream . close ( ) ;
}
free ( ( void * ) io . IniFilename ) ;
return 0 ;
}