/**
* @file gui.cpp
* @brief Contains code for GUI-related logic.
*
* Copyright (C) 2021 Clyne Sullivan
*
* Distributed under the GNU GPL v3 or later. You should have received a copy of
* the GNU General Public License along with this program.
* If not, see .
*/
#include "imgui.h"
#include "imgui_internal.h"
#include "backends/imgui_impl_sdl2.h"
#include "backends/imgui_impl_opengl2.h"
#include
#include
bool guiInitialize();
void guiRender();
bool guiHandleEvents();
void guiShutdown();
static SDL_Window *window = nullptr;
static SDL_GLContext gl_context;
bool guiInitialize()
{
if (SDL_Init(0) != 0) {
printf("Error: %s\n", SDL_GetError());
return false;
}
// Setup window
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
window = SDL_CreateWindow("stmdsp gui",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
640, 700,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE /*| SDL_WINDOW_ALLOW_HIGHDPI*/);
if (window == nullptr) {
puts("Error: Could not create the window!");
return false;
}
SDL_SetWindowMinimumSize(window, 320, 320);
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();
//io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
ImGui::StyleColorsLight();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 5;
style.FrameRounding = 3;
style.ScrollbarRounding = 1;
//#define ACCENT1 0.26f, 0.59f, 0.98f
#define ACCENT1 0.6f, 0.6f, 0.6f
#define ACCENT2 0.4f, 0.4f, 0.4f
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(ACCENT1, 0.40f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(ACCENT1, 0.67f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(ACCENT1, 1.00f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(ACCENT1, 0.78f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
style.Colors[ImGuiCol_Button] = ImVec4(ACCENT1, 0.40f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(ACCENT1, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(ACCENT2, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(ACCENT1, 0.31f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(ACCENT1, 0.80f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(ACCENT1, 1.00f);
style.Colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
style.Colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(ACCENT1, 0.67f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(ACCENT1, 0.95f);
style.Colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
style.Colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f);
style.Colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(ACCENT1, 0.35f);
style.Colors[ImGuiCol_DragDropTarget] = ImVec4(ACCENT1, 0.95f);
style.Colors[ImGuiCol_Tab] = ImLerp(style.Colors[ImGuiCol_Header], style.Colors[ImGuiCol_TitleBgActive], 0.90f);
style.Colors[ImGuiCol_TabHovered] = style.Colors[ImGuiCol_HeaderHovered];
style.Colors[ImGuiCol_TabActive] = ImLerp(style.Colors[ImGuiCol_HeaderActive], style.Colors[ImGuiCol_TitleBgActive], 0.60f);
style.Colors[ImGuiCol_TabUnfocused] = ImLerp(style.Colors[ImGuiCol_Tab], style.Colors[ImGuiCol_TitleBg], 0.80f);
style.Colors[ImGuiCol_TabUnfocusedActive] = ImLerp(style.Colors[ImGuiCol_TabActive], style.Colors[ImGuiCol_TitleBg], 0.40f);
style.Colors[ImGuiCol_NavHighlight] = style.Colors[ImGuiCol_HeaderHovered];
return true;
}
void guiRender()
{
ImGui::Render();
const auto& displaySize = ImGui::GetIO().DisplaySize;
const int sizeX = static_cast(displaySize.x);
const int sizeY = static_cast(displaySize.y);
glViewport(0, 0, sizeX, sizeY);
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
}
bool guiHandleEvents()
{
bool done = false;
for (SDL_Event event; SDL_PollEvent(&event);) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) {
done = true;
} else if (event.type == SDL_WINDOWEVENT) {
const auto& ew = event.window;
const auto wid = SDL_GetWindowID(window);
if (ew.event == SDL_WINDOWEVENT_CLOSE && ew.windowID == wid)
done = true;
}
}
return done;
}
void guiShutdown()
{
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
}