looper/RendererBackend.cpp

314 lines
No EOL
13 KiB
C++

#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.
}
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);
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);
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();
#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;
}
}
}
// 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.
}