449 lines
18 KiB
C++
449 lines
18 KiB
C++
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_opengl3.h"
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#include "imfilebrowser.h"
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#include "playback.h"
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#include "icon.h"
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#include "IconsForkAwesome.h"
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#include <iostream>
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#include <fstream>
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#include <json/json.h>
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#include <stdio.h>
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#include "forkawesome.h"
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#include <numbers>
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#include <cmath>
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#include <cstdlib>
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#include <SDL.h>
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#include <SDL_image.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL_opengles2.h>
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#else
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#include <SDL_opengl.h>
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#endif
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static const char* NAME = "Neko Player";
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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using namespace std::filesystem;
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using namespace std::numbers;
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static float accent_color = 280.0;
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float GetHue(ImVec4 rgba){
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float r = rgba.x, g = rgba.y, b = rgba.z;
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float hue;
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if ((r >= g) && (g >= b)) {
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hue = 60.0 * (g-b)/(r-b);
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} else if ((g > r) && (r >= b)) {
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hue = 60.0 * (2.0 - ((r-b)/(g-b)));
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} else if ((g >= b) && (b > r)) {
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hue = 60.0 * (2.0 + ((b-r)/(g-r)));
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} else if ((b > g) && (g > r)) {
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hue = 60.0 * (4.0 - ((g-r)/(b-r)));
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} else if ((b > r) && (r >= g)) {
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hue = 60.0 * (4.0 - ((r-g)/(b-g)));
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} else if ((r >= b) && (b > g)) {
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hue = 60.0 * (6.0 - ((b-g)/(r-g)));
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} else {
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hue = -1.0;
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}
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return hue;
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}
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void change_accent_color(ImGuiCol color, float hue) {
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ImGuiStyle& style = ImGui::GetStyle();
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ImVec4 in = style.Colors[color];
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float Target = hue;
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float Current = GetHue(in);
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float H = 360-Target+Current; // TODO: Figure out why these magic numbers are necessary.
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//printf("Cur: %f, Target: %f, Diff: %f", Current, Target, H);
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float U = cos(H*pi/180.0);
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float W = sin(H*pi/180.0);
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ImVec4 out = in;
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out.x = (.299+.701*U+.168*W)*in.x
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+ (.587-.587*U+.330*W)*in.y
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+ (.114-.114*U-.497*W)*in.z;
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out.y = (.299-.299*U-.328*W)*in.x
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+ (.587+.413*U+.035*W)*in.y
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+ (.114-.114*U+.292*W)*in.z;
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out.z = (.299-.3*U+1.25*W)*in.x
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+ (.587-.588*U-1.05*W)*in.y
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+ (.114+.886*U-.203*W)*in.z;
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//printf(", Actual: %f\n", GetHue(out));
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style.Colors[color] = out;
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}
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void UpdateStyle(bool dark) {
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if (dark) {
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ImGui::StyleColorsDark();
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} else {
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ImGui::StyleColorsLight();
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}
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ImGuiCol colors[] = {
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ImGuiCol_FrameBgHovered,
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ImGuiCol_FrameBgActive,
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ImGuiCol_CheckMark,
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ImGuiCol_SliderGrab,
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ImGuiCol_SliderGrabActive,
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ImGuiCol_Button,
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ImGuiCol_ButtonHovered,
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ImGuiCol_ButtonActive,
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ImGuiCol_Header,
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ImGuiCol_HeaderHovered,
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ImGuiCol_HeaderActive,
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ImGuiCol_ResizeGripActive,
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ImGuiCol_ResizeGripHovered,
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ImGuiCol_Tab,
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ImGuiCol_TabHovered,
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ImGuiCol_TabActive,
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ImGuiCol_TabUnfocusedActive,
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ImGuiCol_DockingPreview,
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ImGuiCol_TableHeaderBg,
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ImGuiCol_TextSelectedBg,
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ImGuiCol_DragDropTarget,
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ImGuiCol_SeparatorHovered,
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ImGuiCol_SeparatorActive,
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ImGuiCol_NavHighlight,
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};
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ImGuiCol colors_dark[] = {
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ImGuiCol_FrameBg,
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ImGuiCol_TitleBgActive,
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ImGuiCol_ResizeGrip,
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};
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for (auto color : colors) {
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change_accent_color(color, accent_color);
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}
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if (dark) {
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for (auto color : colors_dark) {
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change_accent_color(color, accent_color);
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}
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}
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}
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// Main code
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int main(int, char**)
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{
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bool enable_kms = std::getenv("LAP_KMS") != nullptr;
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SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "false");
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SDL_SetHint(SDL_HINT_APP_NAME, NAME);
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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if (std::string(SDL_GetCurrentVideoDriver()) == "KMSDRM") {
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enable_kms = true;
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}
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IMG_Init(IMG_INIT_PNG|IMG_INIT_WEBP);
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const char* prefPath = SDL_GetPrefPath("Catmeow72", NAME);
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__APPLE__)
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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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, 475, 54, window_flags);
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if (enable_kms) {
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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SDL_SetWindowMinimumSize(window, 475, 54);
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SDL_Surface* icon = IMG_Load_RW(SDL_RWFromConstMem(icon_data, icon_size), 1);
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SDL_SetWindowIcon(window, icon);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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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());
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if (enable_kms) {
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io.MouseDrawCursor = true;
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}
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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
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UpdateStyle(true);
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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style.FrameRounding = 12;
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style.WindowRounding = 12;
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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io.Fonts->AddFontDefault();
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ImFontConfig config;
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config.MergeMode = true;
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config.GlyphMinAdvanceX = 13.0f;
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static const ImWchar icon_ranges[] = { ICON_MIN_FK, ICON_MAX_FK, 0 };
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io.Fonts->AddFontFromMemoryCompressedBase85TTF(forkawesome_compressed_data_base85, 13.0f, &config, icon_ranges);
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// Our state
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bool show_demo_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImGui::FileBrowser fileDialog;
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fileDialog.SetTitle("Open...");
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fileDialog.SetTypeFilters({ ".wav", ".ogg", ".mp3", ".qoa", ".flac", ".xm", ".mod"});
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std::string userdir = std::getenv(
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#ifdef _WIN32
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"UserProfile"
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#else
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"HOME"
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#endif
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);
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fileDialog.SetPwd(path(userdir) / path("Music"));
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Playback *playback = new Playback();
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float position = 0.0;
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// Main loop
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bool done = false;
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bool dark_mode = true;
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bool prefs_window = false;
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bool stopped = true;
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{
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Json::Value config;
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std::ifstream stream;
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stream.open(path(prefPath) / "config.json");
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if (stream.is_open()) {
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stream >> config;
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if (config.isMember("dark_mode")) {
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dark_mode = config["dark_mode"].asBool();\
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}
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if (config.isMember("accent_color")) {
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accent_color = config["accent_color"].asFloat();
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}
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if (config.isMember("demo_window")) {
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show_demo_window = config["demo_window"].asBool();
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}
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stream.close();
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UpdateStyle(dark_mode);
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}
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}
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#ifdef __EMSCRIPTEN__
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr;
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!done)
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#endif
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{
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position = playback->GetPosition();
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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auto dockid = ImGui::DockSpaceOverViewport(nullptr, ImGuiDockNodeFlags_AutoHideTabBar);
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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ImGui::SetNextWindowDockID(dockid);
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ImGui::Begin("Player", nullptr, ImGuiWindowFlags_MenuBar);
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{
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if (ImGui::BeginMenuBar()) {
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if (ImGui::BeginMenu(ICON_FK_FILE "File")) {
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if (ImGui::MenuItem(ICON_FK_FOLDER_OPEN "Open")) {
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fileDialog.Open();
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}
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if (ImGui::MenuItem(ICON_FK_WINDOW_CLOSE "Quit")) {
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done = true;
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}
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu(ICON_FK_SCISSORS "Edit")) {
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if (ImGui::MenuItem(ICON_FK_COG "Preferences...")) {
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prefs_window = true;
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}
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ImGui::EndMenu();
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}
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#ifdef DEBUG
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if (ImGui::BeginMenu(ICON_FK_COG "Debug")) {
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if (ImGui::MenuItem("Show ImGui Demo Window", nullptr, show_demo_window)) {
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show_demo_window = !show_demo_window;
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}
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ImGui::EndMenu();
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}
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#endif
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ImGui::EndMenuBar();
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}
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ImGui::SetCursorPosY(ImGui::GetWindowHeight() - 27);
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if (ImGui::Button(playback->IsPaused() ? ICON_FK_PLAY "##Pause" : ICON_FK_PAUSE "##Pause")) {
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playback->Pause();
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}
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ImGui::SameLine();
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if (ImGui::Button(ICON_FK_REFRESH "##Restart")) {
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playback->Seek(0.0);
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}
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetWindowWidth() - (ImGui::GetFontSize() * 22) - (ImGui::GetStyle().FramePadding.x * 10));
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if (ImGui::SliderFloat("##Seek", &position, 0.0f, playback->GetLength(), "%.0fs", ImGuiSliderFlags_NoRoundToFormat))
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playback->Seek(position);
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ImGui::SameLine();
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if (ImGui::Button(ICON_FK_STOP "##Stop")) {
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playback->Stop();
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}
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ImGui::SameLine();
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ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
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ImGui::SameLine();
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if (ImGui::SliderFloat("##Volume", &playback->volume, 0.0, 100.0, ICON_FK_VOLUME_UP ": %.0f%%")) {
|
||
|
playback->Update();
|
||
|
}
|
||
|
ImGui::SameLine();
|
||
|
ImGui::SameLine();
|
||
|
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
|
||
|
if (ImGui::SliderFloat("##Speed", &playback->speed, 0.25, 4.0, "Speed: %.2fx", ImGuiSliderFlags_Logarithmic)) {
|
||
|
playback->Update();
|
||
|
}
|
||
|
}
|
||
|
ImGui::End();
|
||
|
if (prefs_window) {
|
||
|
ImVec2 min_size;
|
||
|
min_size.x = ImGui::GetFontSize() * 18;
|
||
|
min_size.y = (ImGui::GetStyle().FramePadding.y * 5) + (ImGui::GetFontSize() * 5);
|
||
|
ImVec2 max_size;
|
||
|
max_size.x = 99999999999;
|
||
|
max_size.y = min_size.y;
|
||
|
ImGui::SetNextWindowSizeConstraints(min_size, max_size);
|
||
|
ImGui::Begin("Preferences...", &prefs_window);
|
||
|
{
|
||
|
if (ImGui::Checkbox(ICON_FK_MOON "Dark Mode", &dark_mode)) {
|
||
|
UpdateStyle(dark_mode);
|
||
|
}
|
||
|
ImGui::SetNextItemWidth(ImGui::GetWindowWidth() - (ImGui::GetStyle().FramePadding.x * 4));
|
||
|
if (ImGui::SliderFloat("##AccentColor", &accent_color, 0.0, 360.0, "UI hue: %.0f°", ImGuiSliderFlags_NoRoundToFormat)) {
|
||
|
UpdateStyle(dark_mode);
|
||
|
}
|
||
|
}
|
||
|
ImGui::End();
|
||
|
}
|
||
|
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");
|
||
|
config["dark_mode"] = dark_mode;
|
||
|
config["accent_color"] = accent_color;
|
||
|
config["demo_window"] = show_demo_window;
|
||
|
stream << config;
|
||
|
stream.close();
|
||
|
}
|
||
|
free((void*)io.IniFilename);
|
||
|
return 0;
|
||
|
}
|