looper/main.cpp

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#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl3.h"
#include "imfilebrowser.h"
#include "playback.h"
#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>
#include <SDL.h>
#include <SDL_image.h>
#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;
static float accent_color = 280.0;
float GetHue(ImVec4 rgba){
float r = rgba.x, g = rgba.y, b = rgba.z;
if (r == g && g == b) {
return -1.0;
}
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float hue;
if ((r >= g) && (g >= b)) {
hue = 60.0 * (g-b)/(r-b);
} else if ((g > r) && (r >= b)) {
hue = 60.0 * (2.0 - ((r-b)/(g-b)));
} else if ((g >= b) && (b > r)) {
hue = 60.0 * (2.0 + ((b-r)/(g-r)));
} else if ((b > g) && (g > r)) {
hue = 60.0 * (4.0 - ((g-r)/(b-r)));
} else if ((b > r) && (r >= g)) {
hue = 60.0 * (4.0 - ((r-g)/(b-g)));
} else if ((r >= b) && (b > g)) {
hue = 60.0 * (6.0 - ((b-g)/(r-g)));
} else {
hue = -1.0;
}
return hue;
}
void change_accent_color(ImVec4 &color, float hue) {
//ImGuiStyle& style = ImGui::GetStyle();
//ImVec4 in = style.Colors[color];
ImVec4 in = color;
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float Target = hue;
float Current = GetHue(in);
if (Current < 0.0f) {
return;
}
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float H = 360-Target+Current; // TODO: Figure out why these magic numbers are necessary.
//printf("Cur: %f, Target: %f, Diff: %f", Current, Target, H);
float U = cos(H*pi/180.0);
float W = sin(H*pi/180.0);
ImVec4 out = in;
out.x = (.299+.701*U+.168*W)*in.x
+ (.587-.587*U+.330*W)*in.y
+ (.114-.114*U-.497*W)*in.z;
out.y = (.299-.299*U-.328*W)*in.x
+ (.587+.413*U+.035*W)*in.y
+ (.114-.114*U+.292*W)*in.z;
out.z = (.299-.3*U+1.25*W)*in.x
+ (.587-.588*U-1.05*W)*in.y
+ (.114+.886*U-.203*W)*in.z;
//printf(", Actual: %f\n", GetHue(out));
color = out;
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}
void UpdateStyle(bool dark) {
if (dark) {
ImGui::StyleColorsDark();
} else {
ImGui::StyleColorsLight();
}/*
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ImGuiCol colors[] = {
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_CheckMark,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header,
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_ResizeGripActive,
ImGuiCol_ResizeGripHovered,
ImGuiCol_Tab,
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_DockingPreview,
ImGuiCol_TableHeaderBg,
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_NavHighlight,
};
ImGuiCol colors_dark[] = {
ImGuiCol_FrameBg,
ImGuiCol_TitleBgActive,
ImGuiCol_ResizeGrip,
};*/
for (auto& color : ImGui::GetStyle().Colors) {
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change_accent_color(color, accent_color);
}/*
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if (dark) {
for (auto color : colors_dark) {
change_accent_color(color, accent_color);
}
}*/
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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);
// 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);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow(NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 475, 54, window_flags);
if (enable_kms) {
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
SDL_SetWindowMinimumSize(window, 475, 54);
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);
SDL_GL_SetSwapInterval(1); // Enable vsync
// 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;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
io.IniFilename = strdup((std::string(prefPath) + "imgui.ini").c_str());
if (enable_kms) {
io.MouseDrawCursor = true;
}
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
UpdateStyle(true);
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
style.FrameRounding = 12;
style.WindowRounding = 12;
// 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);
ImGui::FileBrowser fileDialog;
fileDialog.SetTitle("Open...");
fileDialog.SetTypeFilters({ ".wav", ".ogg", ".mp3", ".qoa", ".flac", ".xm", ".mod"});
std::string userdir = std::getenv(
#ifdef _WIN32
"UserProfile"
#else
"HOME"
#endif
);
fileDialog.SetPwd(path(userdir) / path("Music"));
Playback *playback = new Playback();
float position = 0.0;
// Main loop
bool done = false;
bool dark_mode = true;
bool prefs_window = false;
bool stopped = true;
{
Json::Value config;
std::ifstream stream;
stream.open(path(prefPath) / "config.json");
if (stream.is_open()) {
stream >> config;
if (config.isMember("dark_mode")) {
dark_mode = config["dark_mode"].asBool();\
}
if (config.isMember("accent_color")) {
accent_color = config["accent_color"].asFloat();
}
if (config.isMember("demo_window")) {
show_demo_window = config["demo_window"].asBool();
}
stream.close();
UpdateStyle(dark_mode);
}
}
#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
{
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;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// 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();
}
ImGui::SetCursorPosY(ImGui::GetWindowHeight() - 27);
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();
ImGui::SetNextItemWidth(ImGui::GetWindowWidth() - (ImGui::GetFontSize() * 22) - (ImGui::GetStyle().FramePadding.x * 10));
if (ImGui::SliderFloat("##Seek", &position, 0.0f, playback->GetLength(), "%.0fs", ImGuiSliderFlags_NoRoundToFormat))
playback->Seek(position);
ImGui::SameLine();
if (ImGui::Button(ICON_FK_STOP "##Stop")) {
playback->Stop();
}
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SameLine();
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;
}