#include "RendererBackend.h" #include "assets.h" #include #include "IconsForkAwesome.h" #include "config.h" #include #include #include "theme.h" #include "imgui_stdlib.h" #include "imgui_impl_sdl2.h" #include "imgui_impl_opengl3.h" #include "base85.h" #include #include "translation.h" using std::vector; struct FontData { const char* data; const ImWchar *ranges; }; ImFont *add_font(vector 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. } void RendererBackend::UpdateScale() { double prevScale = scale; const double defaultDPI = #ifdef __APPLE__ 72.0; #else 96.0; #endif float dpi = defaultDPI; if (SDL_GetDisplayDPI(SDL_GetWindowDisplayIndex(window), NULL, &dpi, NULL) == 0){ scale = dpi / defaultDPI; } else { printf("WARNING: DPI couldn't be determined!\n"); scale = 1.0; } SDL_SetWindowSize(window, window_width * scale, window_height * scale); AddFonts(); } void RendererBackend::SetWindowSize(int w, int h) { window_width = w; window_height = h; SDL_SetWindowSize(window, w * scale, h * scale); } void RendererBackend::GetWindowsize(int *w, int *h) { int ww, wh; SDL_GetWindowSize(window, &ww, &wh); ww /= scale; wh /= scale; if (w) *w = ww; if (h) *h = wh; } void RendererBackend::AddFonts() { ImGui_ImplOpenGL3_DestroyFontsTexture(); auto& io = ImGui::GetIO(); (void)io; io.Fonts->Clear(); add_font({FontData {notosans_regular_compressed_data_base85, io.Fonts->GetGlyphRangesDefault()}, FontData {notosansjp_regular_compressed_data_base85, io.Fonts->GetGlyphRangesJapanese()}}, 13 * scale); title = add_font({FontData {notosans_thin_compressed_data_base85, io.Fonts->GetGlyphRangesDefault()}, FontData {notosansjp_thin_compressed_data_base85, io.Fonts->GetGlyphRangesJapanese()}}, 48 * scale); ImGui_ImplOpenGL3_CreateFontsTexture(); } 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 | SDL_WINDOW_HIDDEN); 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); } SDL_EventState(SDL_DROPFILE, SDL_ENABLE); const vector 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); UpdateScale(); theme = new Theme(false); userdir = std::getenv( #ifdef _WIN32 "UserProfile" #else "HOME" #endif ); SDL_GL_SetSwapInterval(vsync ? 1 : 0); theme->Apply(accent_color); Init(); SDL_ShowWindow(window); #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 / scale; window_height = event.window.data2 / scale; //SDL_GetWindowSize(window, &window_width, &window_height); } if (event.window.event == SDL_WINDOWEVENT_DISPLAY_CHANGED) { UpdateScale(); } if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) { done = true; } } if (event.type == SDL_DROPFILE) { if (event.drop.file != NULL) { Drop(std::string(event.drop.file)); } } } // 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. } void RendererBackend::Drop(std::string file) { // Do nothing by default. }