#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 #include #include #include #include "forkawesome.h" #include #include #include #include #include #if defined(IMGUI_IMPL_OPENGL_ES2) #include #else #include #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; } 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; float Target = hue; float Current = GetHue(in); if (Current < 0.0f) { return; } 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; } void UpdateStyle(bool dark) { if (dark) { ImGui::StyleColorsDark(); } else { ImGui::StyleColorsLight(); }/* 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) { change_accent_color(color, accent_color); }/* if (dark) { for (auto color : colors_dark) { change_accent_color(color, accent_color); } }*/ } // 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; }