looper/backends/ui/imgui/RendererBackend.cpp

429 lines
No EOL
16 KiB
C++

#include "RendererBackend.h"
#include <assets/assets.h>
#include <vector>
#include "IconsForkAwesome.h"
#include "config.h"
#include <SDL_image.h>
#include <string>
#include <tuple>
#include <initializer_list>
#include "theme.h"
#include "imgui_stdlib.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h"
#include "base85.h"
#include <thread>
#include <translation.hpp>
#include <log.hpp>
#include <options.hpp>
using std::vector;
using namespace Looper::Options;
#ifdef __EMSCRIPTEN__
extern "C" {
extern void get_size(int32_t *x, int32_t *y);
extern double get_dpi();
}
#endif
void RendererBackend::on_resize() {
#ifdef __EMSCRIPTEN__
int32_t x, y;
get_size(&x, &y);
SDL_SetWindowSize(window, (int)x, (int)y);
UpdateScale();
#endif
}
static RendererBackend *renderer_backend;
void RendererBackend::resize_static() {
renderer_backend->resize_needed = true;
}
void main_loop() {
if (!renderer_backend->started) {
return;
}
renderer_backend->LoopFunction();
#ifdef __EMSCRIPTEN__
if (renderer_backend->done) {
renderer_backend->BackendDeinit();
emscripten_cancel_main_loop();
}
#endif
}
struct FontData {
const ImWchar *ranges;
std::map<std::string, std::pair<const char *, double>> data;
void Init(const ImWchar *ranges_in, std::map<std::string, std::pair<const char *, double>> data_in) {
ranges = ranges_in;
data = data_in;
}
FontData(const ImWchar *ranges, std::initializer_list<std::pair<std::string, std::pair<const char*, double>>> data) {
std::map<std::string, std::pair<const char*, double>> out_data;
for (auto pair : data) {
out_data[pair.first] = pair.second;
}
Init(ranges, out_data);
}
FontData(const ImWchar *ranges, std::initializer_list<std::tuple<std::string, const char*, double>> data) {
std::map<std::string, std::pair<const char*, double>> out_data;
for (auto tuple : data) {
std::pair<const char*, double> outPair = {std::get<1>(tuple), std::get<2>(tuple)};
out_data[std::get<0>(tuple)] = outPair;
}
Init(ranges, out_data);
}
FontData(const ImWchar *ranges, std::map<std::string, std::pair<const char*, double>> data) {
Init(ranges, data);
}
};
void RendererBackend::BackendDeinit() {
ImGuiIO& io = ImGui::GetIO(); (void)io;
// Cleanup
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(window);
IMG_Quit();
SDL_Quit();
free((void*)io.IniFilename);
Deinit();
renderer_backend = nullptr;
}
bool RendererBackend::isTouchScreenMode() {
return touchScreenModeOverride.value_or(SDL_GetNumTouchDevices() > 0);
}
void RendererBackend::QueueUpdateScale() {
update_scale = true;
}
void RendererBackend::LoopFunction() {
if (update_scale) {
UpdateScale();
update_scale = false;
}
#ifndef __EMSCRIPTEN__
SDL_RenderSetVSync(rend, vsync ? 1 : 0);
#endif
ImGuiIO& io = ImGui::GetIO(); (void)io;
if (resize_needed) {
on_resize();
}
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));
free(event.drop.file);
}
}
}
bool touchScreenMode = isTouchScreenMode();
if (touchScreenMode) {
io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen;
} else {
io.ConfigFlags &= ~ImGuiConfigFlags_IsTouchScreen;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// Run the GUI
GuiFunction();
// Rendering
ImGui::Render();
SDL_SetRenderDrawColor(rend, (Uint8)(clear_color.x * clear_color.w * 255), (Uint8)(clear_color.y * clear_color.w * 255), (Uint8)(clear_color.z * clear_color.w * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(rend);
// Tell ImGui to render.
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
// Swap the buffers, and do VSync if enabled.
SDL_RenderPresent(rend);
// If not doing VSync, wait until the next frame needs to be rendered.
if (!vsync) {
std::this_thread::sleep_until(next_frame);
}
}
std::map<std::string, ImFont *> add_font(FontData data_vec, double scale) {
ImGuiIO& io = ImGui::GetIO();
std::map<std::string, ImFont*> output;
for (auto value : data_vec.data) {
ImFont* font = nullptr;
std::string id = value.first;
const char *data = value.second.first;
double size = value.second.second * scale;
{
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;
//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;
const ImWchar *glyph_ranges = data_vec.ranges;
font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85,
font_cfg.SizePixels,
&font_cfg, glyph_ranges);
}
{
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);
}
output[id] = font;
}
return output;
}
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
if (scaleOverride.has_value()) {
scale = scaleOverride.value();
} else {
#ifdef __EMSCRIPTEN__
scale = get_dpi();
#else
float dpi = defaultDPI;
if (SDL_GetDisplayDPI(SDL_GetWindowDisplayIndex(window), NULL, &dpi, NULL) == 0){
scale = dpi / defaultDPI;
} else {
WARNING.writeln("DPI couldn't be determined!");
scale = 1.0;
}
#ifndef __ANDROID__
SDL_SetWindowSize(window, window_width * scale, window_height * scale);
#endif
#endif
}
AddFonts();
OnScale((float)scale);
}
void RendererBackend::OnScale(float scale) {
theme->Apply(accent_color, scale);
}
void RendererBackend::SetWindowSize(int w, int h) {
#if !(defined(__ANDROID__) || defined(__EMSCRIPTEN__))
window_width = w;
window_height = h;
SDL_SetWindowSize(window, w * scale, h * scale);
#endif
}
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_ImplSDLRenderer2_DestroyFontsTexture();
auto& io = ImGui::GetIO(); (void)io;
io.Fonts->Clear();
std::string font_type = get_option<std::string>("font_type", "default");
std::string default_font = "default";
std::string jp_font = "japanese";
auto glyph_ranges_default = io.Fonts->GetGlyphRangesDefault();
auto glyph_ranges_jp = io.Fonts->GetGlyphRangesJapanese();
FontData latin(glyph_ranges_default, {{"normal", notosans_regular_compressed_data_base85, 13}, {"title", notosans_thin_compressed_data_base85, 32}});
FontData jp(glyph_ranges_jp, {{"normal", notosansjp_regular_compressed_data_base85, 13}, {"title", notosansjp_thin_compressed_data_base85, 32}});
std::map<std::string, ImFont*> font_map;
if (font_type == jp_font) {
font_map = add_font(jp, scale);
} else {
font_map = add_font(latin, scale);
}
title = font_map["title"];
io.FontDefault = font_map["normal"];
ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
#ifdef __EMSCRIPTEN__
static EM_BOOL resize_callback(int event_type, const EmscriptenUiEvent *event, void *userdata) {
RendererBackend::resize_static();
return EM_FALSE;
}
#endif
int RendererBackend::Run() {
started = false;
renderer_backend = this;
setup_locale("neko_player");
DEBUG.writefln("Loaded locale '%s' from '%s'...", CURRENT_LANGUAGE, LOCALE_DIR);
DEBUG.writefln("Locale name: %s", _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)
{
ERROR.writefln("Error: %s", SDL_GetError());
return -1;
}
if (std::string(SDL_GetCurrentVideoDriver()) == "KMSDRM") {
enable_kms = true;
}
IMG_Init(IMG_INIT_PNG|IMG_INIT_WEBP);
#ifdef __ANDROID__
prefPath = SDL_AndroidGetInternalStoragePath();
#else
prefPath = SDL_GetPrefPath("Catmeow72", NAME);
#endif
Theme::prefPath = prefPath;
// From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(&main_loop, 0, 0);
emscripten_pause_main_loop();
#endif
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_HIDDEN);
SDL_CreateWindowAndRenderer(window_width, window_height, window_flags, &window, &rend);
#ifndef __ANDROID__
SDL_SetWindowMinimumSize(window, window_width, window_height);
if (enable_kms) {
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
#endif
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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);
// 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;
if (SDL_GetNumTouchDevices() > 0) {
io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen;
}
//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_InitForSDLRenderer(window, rend);
ImGui_ImplSDLRenderer2_Init(rend);
// 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);
theme = new Theme(false);
UpdateScale();
#ifdef __ANDROID__
userdir = SDL_AndroidGetExternalStoragePath();
#else
userdir = std::getenv(
#ifdef _WIN32
"UserProfile"
#else
"HOME"
#endif
);
#endif
#ifndef __EMSCRIPTEN__
SDL_RenderSetVSync(rend, vsync ? 1 : 0);
#endif
theme->Apply(accent_color, (float)scale);
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_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, 0, 0, resize_callback);
emscripten_resume_main_loop();
emscripten_set_main_loop_timing(1, 0);
started = true;
emscripten_exit_with_live_runtime();
#else
started = true;
while (!done)
{
LoopFunction();
}
BackendDeinit();
#endif
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.
}