Add Spanish support, and refactor

This commit is contained in:
Zachary Hall 2023-08-25 14:38:06 -07:00
parent 629571d87f
commit 5ca6671524
10 changed files with 1248 additions and 533 deletions

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.idea/.gitignore vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/neko-player.iml" filepath="$PROJECT_DIR$/.idea/neko-player.iml" />
</modules>
</component>
</project>

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.idea/neko-player.iml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="CPP_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/IconFontCppHeaders" vcs="Git" />
<mapping directory="$PROJECT_DIR$/imgui" vcs="Git" />
<mapping directory="$PROJECT_DIR$/subprojects/SDL-Mixer-X" vcs="Git" />
<mapping directory="$PROJECT_DIR$/subprojects/jsoncpp" vcs="Git" />
</component>
</project>

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RendererBackend.cpp Normal file
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#include "RendererBackend.h"
#include "assets.h"
#include <vector>
#include "IconsForkAwesome.h"
#include "config.h"
#include <SDL_image.h>
#include <string>
#include "theme.h"
#include "imgui_stdlib.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl3.h"
#include "base85.h"
#include <thread>
#include "translation.h"
using std::vector;
struct FontData {
const char* data;
const ImWchar *ranges;
};
ImFont *add_font(vector<FontData> data_vec, int size = 13) {
ImFont* font = nullptr;
ImGuiIO& io = ImGui::GetIO();
for (auto data : data_vec) {
ImFontConfig font_cfg = ImFontConfig();
font_cfg.SizePixels = size;
font_cfg.OversampleH = font_cfg.OversampleV = 1;
font_cfg.PixelSnapH = true;
if (font_cfg.SizePixels <= 0.0f)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font != nullptr) {
font_cfg.DstFont = font;
font_cfg.MergeMode = true;
}
//font_cfg.EllipsisChar = (ImWchar)0x0085;
//font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
const char* ttf_compressed_base85 = data.data;
const ImWchar* glyph_ranges = data.ranges;
auto new_font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
if (font == nullptr) font = new_font;
}
{
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = size;
config.SizePixels = size;
config.DstFont = font;
static const ImWchar icon_ranges[] = { ICON_MIN_FK, ICON_MAX_FK, 0 };
io.Fonts->AddFontFromMemoryCompressedBase85TTF(forkawesome_compressed_data_base85, float(size), &config, icon_ranges);
}
return font;
}
RendererBackend::RendererBackend() {
}
RendererBackend::~RendererBackend() {
}
void RendererBackend::SetWindowTitle(const char *title) {
SDL_SetWindowTitle(window, title);
}
void RendererBackend::GuiFunction() {
// Do nothing by default.
}
int RendererBackend::Run() {
setlocale(LC_ALL, "");
bindtextdomain("neko_player", LOCALE_DIR);
textdomain("neko_player");
printf("Loaded locale '%s' from '%s'...\n", CURRENT_LANGUAGE, LOCALE_DIR);
printf("Locale name: %s\n", _TR_CTX("Language name", "English (United States)"));
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);
prefPath = SDL_GetPrefPath("Catmeow72", NAME);
Theme::prefPath = prefPath;
// 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);
window = SDL_CreateWindow(NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width, window_height, window_flags);
SDL_SetWindowMinimumSize(window, window_width, window_height);
if (enable_kms) {
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
const vector<unsigned char> icon_data = DecodeBase85(icon_compressed_data_base85);
SDL_Surface* icon = IMG_Load_RW(SDL_RWFromConstMem(icon_data.data(), icon_data.size()), 1);
SDL_SetWindowIcon(window, icon);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
// 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;
//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);
add_font({FontData {notosans_regular_compressed_data_base85, io.Fonts->GetGlyphRangesDefault()}, FontData {notosansjp_regular_compressed_data_base85, io.Fonts->GetGlyphRangesJapanese()}});
title = add_font({FontData {notosans_thin_compressed_data_base85, io.Fonts->GetGlyphRangesDefault()}, FontData {notosansjp_thin_compressed_data_base85, io.Fonts->GetGlyphRangesJapanese()}}, 48);
theme = new Theme(false);
userdir = std::getenv(
#ifdef _WIN32
"UserProfile"
#else
"HOME"
#endif
);
SDL_GL_SetSwapInterval(vsync ? 1 : 0);
theme->Apply(accent_color);
Init();
#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
{
auto next_frame = std::chrono::steady_clock::now() + std::chrono::milliseconds(1000 / framerate);
// 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) {
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;
}
}
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// Run the GUI
GuiFunction();
// Rendering
ImGui::Render();
// Update the window size.
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
// Clear the screen.
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);
// Tell ImGui to render.
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);
}
// Swap the buffers, and do VSync if enabled.
SDL_GL_SwapWindow(window);
// If not doing VSync, wait until the next frame needs to be rendered.
if (!vsync) {
std::this_thread::sleep_until(next_frame);
}
}
// Cleanup
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
IMG_Quit();
SDL_Quit();
free((void*)io.IniFilename);
Deinit();
return 0;
}
void RendererBackend::Init() {
// Do nothing by default.
}
void RendererBackend::Deinit() {
// Do nothing by default.
}

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#pragma once
#include "imgui.h"
#include <functional>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL_opengles2.h>
#else
#include <SDL_opengl.h>
#endif
#include <SDL.h>
#include <SDL_video.h>
#include <string>
#include "theme.h"
static const char* NAME = "Neko Player";
class RendererBackend {
public:
SDL_Window *window;
int window_width = 475;
int window_height = 354;
bool done = false;
Theme *theme;
bool vsync = false;
std::string lang;
std::string userdir;
int framerate = 60;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
ImFont *title;
const char *prefPath;
float accent_color = 280.0;
int Run();
void SetWindowTitle(const char *title);
virtual void Init();
virtual void GuiFunction();
virtual void Deinit();
RendererBackend();
~RendererBackend();
};

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Neko Player\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2023-07-25 14:02-0700\n"
"PO-Revision-Date: 2023-08-25 14:06-0700\n"
"Last-Translator: \n"
"Language-Team: None\n"
"Language: es_MX\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 3.3.2\n"
"X-Poedit-KeywordsList: _TR;_TRS;_TRIS:2;_TRI:2;_TR_CTX:1c,2;_TRS_CTX:1c,2;"
"_TRIS_CTX:2c,3;_TRI_CTX:2c,3\n"
"X-Poedit-Basepath: ../..\n"
"X-Poedit-SearchPath-0: theme.cpp\n"
"X-Poedit-SearchPath-1: main.cpp\n"
#: main.cpp:120
msgctxt "Language name"
msgid "English (United States)"
msgstr "English (United States)"
#: main.cpp:292
msgctxt "Built-in themes | Theme default strings | name"
msgid "(built-in)"
msgstr "(incorporado)"
#: main.cpp:296
msgctxt "Built-in light theme | Theme default strings | name"
msgid "Default light"
msgstr "Luz por defecto"
#: main.cpp:304
msgctxt "Built-in dark theme | Theme default strings | name"
msgid "Default dark"
msgstr "Oscuro por defecto"
#: main.cpp:368
msgctxt "Main menu"
msgid "File"
msgstr "Archivo"
#: main.cpp:369
msgctxt "Main menu | File"
msgid "Open"
msgstr "Abrir"
#: main.cpp:371
msgctxt "File dialog title"
msgid "Open..."
msgstr "Abre..."
#: main.cpp:372
msgctxt "File dialog filter name"
msgid "Audio files"
msgstr "Archivos de sonido"
#: main.cpp:375
msgctxt "Main menu | File"
msgid "Quit"
msgstr "Abandonar"
#: main.cpp:380
msgctxt "Main menu"
msgid "Edit"
msgstr "Editar"
#: main.cpp:381
msgctxt "Main menu | Edit"
msgid "Preferences..."
msgstr "Preferencias..."
#: main.cpp:387
msgctxt "Main menu (in debug builds)"
msgid "Debug"
msgstr "Depurar"
#: main.cpp:388
msgctxt "Main menu | Debug"
msgid "Show ImGui Demo Window"
msgstr "Mostrar ventana de demostración de ImGui"
#: main.cpp:394
msgctxt "Main menu"
msgid "Help"
msgstr "Ayudar"
#: main.cpp:395
msgctxt "Main menu | Help"
msgid "About"
msgstr "Sobre"
#: main.cpp:403
msgctxt "Main window title"
msgid "Player"
msgstr "Jugador"
#: main.cpp:432
#, c-format
msgctxt "Playback controls | slider"
msgid "Speed: %.2fx"
msgstr "Velocidad: %.2fx"
#: main.cpp:436
#, c-format
msgctxt "Playback controls | slider"
msgid "Tempo: %.2fx"
msgstr "Tempo: %.2fx"
#: main.cpp:440
#, c-format
msgctxt "Playback controls | slider"
msgid "Pitch: %.2fx"
msgstr "Tono: %.2fx"
#: main.cpp:448
msgctxt "Window title, window opened by menu item"
msgid "Preferences..."
msgstr "Preferencias..."
#: main.cpp:450
msgctxt "Preference | VSync checkbox"
msgid "Enable VSync"
msgstr "Habilitar VSync"
#: main.cpp:455
#, c-format
msgctxt "Preferences | Framerate slider"
msgid "Max framerate without VSync: %d"
msgstr "Frecuencia de imagen máxima sin VSync: %d"
#: main.cpp:456
msgctxt "Preference | Related non-preference button"
msgid "Theme Editor"
msgstr "Editor de temas"
#: main.cpp:460
msgctxt "Preference | override enable checkbox"
msgid "Override language"
msgstr "Anular el idioma"
#: main.cpp:476
msgctxt "Preference | Theme selector | Filter label"
msgid "Filter:"
msgstr "Filtro:"
#: main.cpp:479
msgctxt "Preferences | Theme selector | Selector label"
msgid "Select a theme..."
msgstr "Selecciona un tema..."
#: main.cpp:516
#, c-format
msgctxt ""
"Preference | Accent hue slider, range 0-360 from HSV algorithm hue component"
msgid "Accent color hue: %.0f°"
msgstr "Tono de color de acento %.0f°"
#: main.cpp:524
msgctxt "Window title, window opened by menu item"
msgid "About and Licenses"
msgstr "Sobre y Licencias"
#: main.cpp:526
msgctxt ""
"Application name - Japanese word should remain Japanese and stay the same "
"when translating for stylistic purposes."
msgid "ねこ Player"
msgstr "ねこ Jugador"
#: main.cpp:530
msgctxt ""
"Application name - Japanese word should be converted to the translated "
"language's characters. Use a string with only a single underscore to disable "
"for Japanese."
msgid "(Neko Player)"
msgstr "(Neko Jugador)"
#: main.cpp:535
msgctxt "Version string format specifier"
msgid "Version "
msgstr "Versión"
#: main.cpp:535
msgctxt "Suffix to the version string in the about window, if needed"
msgid " "
msgstr ""
#: main.cpp:541
msgctxt "Library name"
msgid "SDL Mixer X"
msgstr "SDL Mixer X"
#: main.cpp:542
msgctxt "Library name"
msgid "JsonCpp"
msgstr "JsonCpp"
#: main.cpp:543
msgctxt "Library name"
msgid "SoundTouch"
msgstr "SoundTouch"
#: main.cpp:544
msgctxt "Library name"
msgid "libintl"
msgstr "libintl"
#: main.cpp:545
msgctxt "Library name"
msgid "Dear ImGui"
msgstr "Dear ImGui"
#: main.cpp:546
msgctxt "Library name"
msgid "imgui-filebrowser"
msgstr "imgui-filebrowser"
#: main.cpp:548
msgctxt "Library name"
msgid "libportal"
msgstr "libportal"
#: main.cpp:550
msgctxt "Library name"
msgid "Noto Sans"
msgstr "Noto Sans"
#: main.cpp:551
msgctxt "Library name"
msgid "Fork Awesome"
msgstr "Fork Awesome"
#: main.cpp:552
msgctxt "Library name"
msgid "IconFontCppHeaders"
msgstr "Fork Awesome"
#: main.cpp:577
msgctxt "Project selector label."
msgid "Project"
msgstr "Proyecto"
#: main.cpp:592
msgctxt "License viewer label"
msgid "License"
msgstr "Licensia"
#: main.cpp:595
#, c-format
msgctxt ""
"License viewer | information above license - string 1: selected project, "
"string 2: SPDX license identifier"
msgid "%s: %s"
msgstr "%s: %s"
#: theme.cpp:39
msgctxt "Window title"
msgid "Theme Editor"
msgstr "Editor de temas"
#: theme.cpp:43
msgctxt "Theme Editor | preset button"
msgid "Create light"
msgstr "Crear luz"
#: theme.cpp:52
msgctxt "Theme Editor | preset button"
msgid "Create dark"
msgstr "Crear oscuro"
#: theme.cpp:60
msgctxt "Theme Editor | import button. Opens the theme import file dialog"
msgid "Import..."
msgstr "Importar..."
#: theme.cpp:61
msgctxt "Theme Editor file dialog title"
msgid "Import theme..."
msgstr "Importar tema..."
#: theme.cpp:62 theme.cpp:76
msgctxt "Theme Editor file dialog filter name"
msgid "Theme JSON files"
msgstr "Archivos JSON de tema"
#: theme.cpp:74
msgctxt "Theme Editor | export button. Opens the theme export file dialog"
msgid "Export..."
msgstr "Exportar..."
#: theme.cpp:75
msgctxt "Theme Editor file dialog title"
msgid "Export theme..."
msgstr "Exportar tema..."
#: theme.cpp:98
msgctxt "Theme Editor | button. Reverts to saved file."
msgid "Revert"
msgstr "Revertir"
#: theme.cpp:107
msgctxt ""
"Theme Editor | button. Saves the theme to it's current location. Not shown "
"when it doesn't already have one."
msgid "Save"
msgstr "Ahorrar"
#: theme.cpp:111
msgctxt ""
"Theme Editor | button. Opens the theme loading dialog for themes created or "
"imported by the user."
msgid "Load..."
msgstr "Cargar..."
#: theme.cpp:115
msgctxt ""
"Theme Editor | button. Opens the theme saving dialog for themes created or "
"imported by the user."
msgid "Save as..."
msgstr "Guardar como..."
#: theme.cpp:120
msgctxt "Theme Editor | slider. Simplified frame rounding."
msgid "Frame Rounding"
msgstr "Redondeo de marco"
#: theme.cpp:122
msgctxt "Theme Editor | checkbox"
msgid "Window Border"
msgstr "Borde de ventana"
#: theme.cpp:124
msgctxt "Theme Editor | checkbox"
msgid "Frame Border"
msgstr "Borde de"
#: theme.cpp:126
msgctxt "Theme Editor | checkbox"
msgid "Popup Border"
msgstr "Borde emergente"
#: theme.cpp:132
msgctxt "Theme Editor | Tab label"
msgid "Strings"
msgstr "Cadenas"
#: theme.cpp:134
msgctxt "Theme Editor | Strings | Name input label"
msgid "Name"
msgstr "Nombre"
#: theme.cpp:135
msgctxt "Theme Editor | Strings | Description input label"
msgid "Description"
msgstr "Descripción"
#: theme.cpp:139
msgctxt "Theme Editor | Tab label"
msgid "Sizes"
msgstr "Tallas"
#: theme.cpp:141
msgctxt "Theme Editor | Sizes | Section label"
msgid "Sizing"
msgstr "Dimensionamiento"
#: theme.cpp:142
msgctxt "Theme Editor | Sizes | Sizing | label of XY sliders"
msgid "Window Padding"
msgstr "Acolchado de ventana"
#: theme.cpp:143
msgctxt "Theme Editor | Sizes | Sizing | label of XY sliders"
msgid "Frame Padding"
msgstr "Acolchado del marco"
#: theme.cpp:144
msgctxt "Theme Editor | Sizes | Sizing | label of XY sliders"
msgid "Cell Padding"
msgstr "Relleno de celda"
#: theme.cpp:145
msgctxt "Theme Editor | Sizes | Sizing | label of XY sliders"
msgid "Item Spacing"
msgstr "Espaciado de elementos"
#: theme.cpp:146
msgctxt "Theme Editor | Sizes | Sizing | label of XY sliders"
msgid "Inner Item Spacing"
msgstr "Espaciado interior de elementos"
#: theme.cpp:149
msgctxt "Theme Editor | Sizes | Sizing | slider label"
msgid "Scrollbar Size"
msgstr "Tamaño de la barra de desplazamiento"
#: theme.cpp:150
msgctxt "Theme Editor | Sizes | Sizing | slider label"
msgid "Minimum Grabber Size"
msgstr "Tamaño mínimo del capturador"
#: theme.cpp:151
msgctxt "Theme Editor | Sizes | Sizing | label of XY sliders"
msgid "Separator Text Padding"
msgstr "Relleno de texto separador"
#: theme.cpp:153
msgctxt "Theme Editor | Sizes | Section label"
msgid "Borders"
msgstr "Bordes"
#: theme.cpp:154
msgctxt "Theme Editor | Sizes | Borders | slider label"
msgid "Window Border Size"
msgstr "Tamaño del borde de la ventana"
#: theme.cpp:155
msgctxt "Theme Editor | Sizes | Borders | slider label"
msgid "Child Border Size"
msgstr "Tamaño del borde secundario"
#: theme.cpp:156
msgctxt "Theme Editor | Sizes | Borders | slider label"
msgid "Popup Border Size"
msgstr "Tamaño del borde emergente"
#: theme.cpp:157
msgctxt "Theme Editor | Sizes | Borders | slider label"
msgid "Frame Border Size"
msgstr "Tamaño del borde del marco"
#: theme.cpp:158
msgctxt "Theme Editor | Sizes | Borders | slider label"
msgid "Tab Border Size"
msgstr "Tamaño del borde de la pestaña"
#: theme.cpp:159
msgctxt "Theme Editor | Sizes | Borders | slider label"
msgid "Separator Text Border Size"
msgstr "Tamaño del borde del texto separador"
#: theme.cpp:161
msgctxt "Theme Editor | Sizes | Section label"
msgid "Rounding"
msgstr "Redondeo"
#: theme.cpp:162
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Window Rounding"
msgstr "Redondeo de ventana"
#: theme.cpp:163
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Child Rounding"
msgstr "Redondeo infantil"
#: theme.cpp:164
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Frame Rounding"
msgstr "Redondeo de marco"
#: theme.cpp:165
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Popup Rounding"
msgstr "Redondeo emergente"
#: theme.cpp:166
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Scrollbar Rounding"
msgstr "Redondeo de la barra de desplazamiento"
#: theme.cpp:167
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Grabber Rounding"
msgstr "Redondeo del capturador"
#: theme.cpp:168
msgctxt "Theme Editor | Sizes | Rounding | slider label"
msgid "Tab Rounding"
msgstr "Redondeo de pestañas"
#: theme.cpp:173
msgctxt "Theme Editor | Tab label"
msgid "Colors"
msgstr "Colores"
#: theme.cpp:177
msgctxt "Theme Editor | Colors | text filter"
msgid "Filter colors"
msgstr "Filtrar colores"
#: theme.cpp:180
msgctxt "Theme Editor | Colors | preview settings radio button"
msgid "Opaque"
msgstr "Opaco"
#: theme.cpp:181
msgctxt "Theme Editor | Colors | preview settings radio button"
msgid "Alpha"
msgstr "Alfa"
#: theme.cpp:182
msgctxt "Theme Editor | Colors | preview settings radio button"
msgid "Both"
msgstr "ambas"
#: theme.cpp:193
msgctxt "Theme Editor | Colors | (Any color) | recoloring checkbox"
msgid "Match hue preference"
msgstr "Preferencia de tono coincidente"
#: theme.cpp:230 theme.cpp:233
msgctxt "Theme Editor | Custom modal dialog title"
msgid "Load..."
msgstr "Cargar..."
#: theme.cpp:236
msgctxt "Theme Editor | Load dialog | Theme selector | filter label"
msgid "Filter:"
msgstr "Filtro:"
#: theme.cpp:239
msgctxt "Theme Editor | Load dialog | Theme selector | label"
msgid "Available themes..."
msgstr "Teams disponibles..."
#: theme.cpp:255
msgctxt "Theme Editor | Load dialog | Load button"
msgid "Load"
msgstr "Cargar"
#: theme.cpp:267
msgctxt "Theme Editor | Load dialog | Cancel button"
msgid "Cancel"
msgstr "Cancelar"
#: theme.cpp:276 theme.cpp:279
msgctxt "Theme Editor | Custom modal dialog title"
msgid "Save as..."
msgstr "Guardar como"
#: theme.cpp:282
msgctxt "Theme Editor | Save as dialog | Theme selector | filter label"
msgid "Filter:"
msgstr "Filtro:"
#: theme.cpp:285
msgctxt "Theme Editor | Save as dialog | Theme selector | label"
msgid "Available themes..."
msgstr "Teams disponibles..."
#: theme.cpp:302
msgctxt "Theme Editor | Save as dialog | Theme name input label"
msgid "Theme name: "
msgstr "Nombre de tema:"
#: theme.cpp:303
msgctxt "Theme Editor | Save as dialog | Save button"
msgid "Save"
msgstr "Ahorrar"
#: theme.cpp:314
msgctxt "Theme Editor | Save as dialog | Cancel button"
msgid "Cancel"
msgstr "Cancelar"
#: theme.cpp:473
msgctxt "Theme default strings | name"
msgid "A theme"
msgstr "Un tema"
#: theme.cpp:474
msgctxt "Theme default strings | description"
msgid "(No description)"
msgstr "(Sin descripción)"

329
main.cpp
View file

@ -1,42 +1,5 @@
#include "config.h"
#include "imgui.h"
#include "imgui_stdlib.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl3.h"
#include "file_browser.h"
#include "playback.h"
#include "theme.h"
#include "main.h"
#include "assets.h"
#include "IconsForkAwesome.h"
#include <libintl.h>
#include <iostream>
#include <fstream>
#include <json/json.h>
#include <stdio.h>
#include <numbers>
#include <cmath>
#include <cstdlib>
#include <string>
#include <SDL.h>
#include <SDL_image.h>
#include <filesystem>
#include <SDL_video.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL_opengles2.h>
#else
#include <SDL_opengl.h>
#endif
#include "license.h"
#include "base85.h"
static const char* NAME = "Neko Player";
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
#include <translation.h>
using namespace std::filesystem;
using namespace std::numbers;
using std::string;
static float accent_color = 280.0;
string PadZeros(string input, size_t required_length) {
return std::string(required_length - std::min(required_length, input.length()), '0') + input;
@ -71,185 +34,24 @@ string TimeToString(double time_code, uint8_t min_components = 1) {
}
return output;
}
struct FontData {
const char* data;
const ImWchar *ranges;
};
ImFont *add_font(vector<FontData> data_vec, int size = 13) {
ImFont* font = nullptr;
ImGuiIO& io = ImGui::GetIO();
for (auto data : data_vec) {
ImFontConfig font_cfg = ImFontConfig();
font_cfg.SizePixels = size;
font_cfg.OversampleH = font_cfg.OversampleV = 1;
font_cfg.PixelSnapH = true;
if (font_cfg.SizePixels <= 0.0f)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font != nullptr) {
font_cfg.DstFont = font;
font_cfg.MergeMode = true;
}
//font_cfg.EllipsisChar = (ImWchar)0x0085;
//font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
const char* ttf_compressed_base85 = data.data;
const ImWchar* glyph_ranges = data.ranges;
auto new_font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
if (font == nullptr) font = new_font;
}
{
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = size;
config.SizePixels = size;
config.DstFont = font;
static const ImWchar icon_ranges[] = { ICON_MIN_FK, ICON_MAX_FK, 0 };
io.Fonts->AddFontFromMemoryCompressedBase85TTF(forkawesome_compressed_data_base85, float(size), &config, icon_ranges);
}
return font;
}
// Main code
int main(int, char**)
{
setlocale(LC_ALL, "");
bindtextdomain("neko_player", LOCALE_DIR);
textdomain("neko_player");
printf("Loaded locale '%s' from '%s'...\n", CURRENT_LANGUAGE, LOCALE_DIR);
printf("Locale name: %s\n", _TR_CTX("Language name", "English (United States)"));
void MainLoop::Init() {
#ifdef PORTALS
g_set_application_name("Neko Player");
#endif
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);
Theme::prefPath = prefPath;
// 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);
int window_width = 475;
int window_height = 354;
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, window_width, window_height, window_flags);
SDL_SetWindowMinimumSize(window, window_width, window_height);
if (enable_kms) {
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
const vector<unsigned char> icon_data = DecodeBase85(icon_compressed_data_base85);
SDL_Surface* icon = IMG_Load_RW(SDL_RWFromConstMem(icon_data.data(), icon_data.size()), 1);
SDL_SetWindowIcon(window, icon);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
// 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;
//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);
add_font({FontData {notosans_regular_compressed_data_base85, io.Fonts->GetGlyphRangesDefault()}, FontData {notosansjp_regular_compressed_data_base85, io.Fonts->GetGlyphRangesJapanese()}});
ImFont *title = add_font({FontData {notosans_thin_compressed_data_base85, io.Fonts->GetGlyphRangesDefault()}, FontData {notosansjp_thin_compressed_data_base85, io.Fonts->GetGlyphRangesJapanese()}}, 48);
// Our state
bool show_demo_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
show_demo_window = false;
FileBrowser fileDialog(false, ImGuiFileBrowserFlags_NoTitleBar|ImGuiFileBrowserFlags_NoMove|ImGuiFileBrowserFlags_NoResize);
std::string userdir = std::getenv(
#ifdef _WIN32
"UserProfile"
#else
"HOME"
#endif
);
fileDialog.SetPwd(path(userdir) / path("Music"));
fileDialog.SetWindowSize(window_width, window_height);
//fileDialog.SetWindowPos(0, 0);
Playback *playback = new Playback();
float position = 0.0;
// Main loop
bool done = false;
Theme *theme = new Theme(false);
bool prefs_window = false;
bool theme_editor = false;
bool stopped = true;
bool vsync = false;
bool about_window = false;
playback = new Playback();
position = 0.0;
prefs_window = false;
theme_editor = false;
stopped = true;
about_window = false;
string lang;
int framerate = 60;
{
Json::Value config;
std::ifstream stream;
@ -310,56 +112,9 @@ int main(int, char**)
theme = new Theme(darkPath);
}
}
SDL_GL_SetSwapInterval(vsync ? 1 : 0);
theme->Apply(accent_color);
#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
{/*
{
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);
}
}*/
auto next_frame = std::chrono::steady_clock::now() + std::chrono::milliseconds(1000 / framerate);
}
void MainLoop::GuiFunction() {
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) {
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;
}
}
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
auto dockid = ImGui::DockSpaceOverViewport(nullptr, ImGuiDockNodeFlags_PassthruCentralNode|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)
@ -601,63 +356,36 @@ int main(int, char**)
}
ImGui::End();
}
// Display the theme editor.
if (theme_editor) {
Theme::ShowEditor(&theme_editor, theme, dockid, window_width, window_height);
// Immediately apply any changes made in the theme editor.
theme->Apply(accent_color);
}
if (fileDialog.IsOpened()) {
// Make the fallback file dialog fill the window.
fileDialog.SetWindowSize(window_width, window_height);
fileDialog.SetWindowPos(0, 0);
}
// Display the file dialog
fileDialog.Display();
// Load a new file when it has been selected.
if (fileDialog.HasSelected()) {
playback->Start(fileDialog.GetSelected().string());
SDL_SetWindowTitle(window, (fileDialog.GetSelected().filename().replace_extension("").string() + std::string(" - ") + std::string(NAME)).c_str());
// Update the window title.
SetWindowTitle((fileDialog.GetSelected().filename().replace_extension("").string() + std::string(" - ") + std::string(NAME)).c_str());
// Make sure to not load the file unnecessarily.
fileDialog.ClearSelected();
}
if (playback->IsStopped() && !stopped) {
SDL_SetWindowTitle(window, NAME);
// Update the window title to reflect that no file is playing.
SetWindowTitle(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);
if (!vsync) {
std::this_thread::sleep_until(next_frame);
}
}
// Cleanup
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
}
void MainLoop::Deinit() {
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;
@ -679,6 +407,13 @@ int main(int, char**)
stream << config;
stream.close();
}
free((void*)io.IniFilename);
return 0;
}
MainLoop::MainLoop() : RendererBackend() {
}
// Main code
int main(int, char**)
{
MainLoop loop;
return loop.Run();
}

53
main.h Normal file
View file

@ -0,0 +1,53 @@
#pragma once
#include "RendererBackend.h"
#include "config.h"
#include "file_browser.h"
#include "playback.h"
#include "theme.h"
#include <libintl.h>
#include <iostream>
#include <fstream>
#include <json/json.h>
#include <stdio.h>
#include <numbers>
#include <cmath>
#include <cstdlib>
#include <string>
#include <SDL.h>
#include <SDL_image.h>
#include <filesystem>
#include <SDL_video.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL_opengles2.h>
#else
#include <SDL_opengl.h>
#endif
#include "license.h"
#include "base85.h"
#include "IconsForkAwesome.h"
#include "imgui.h"
#include "imgui_stdlib.h"
#include "translation.h"
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
using namespace std::filesystem;
using namespace std::numbers;
using std::string;
class MainLoop : public RendererBackend {
bool show_demo_window = false;
FileBrowser fileDialog = FileBrowser(false);
std::string userdir;
Playback *playback;
float position = 0.0;
bool prefs_window = false;
bool theme_editor = false;
bool about_window = false;
bool stopped = true;
public:
void Init() override;
void GuiFunction() override;
void Deinit() override;
MainLoop();
};

View file

@ -55,6 +55,7 @@ endif
srcs = [
'main.cpp',
'RendererBackend.cpp',
'playback.cpp',
'theme.cpp',
'file_browser.cpp',