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stmdspgui/source/main.cpp

137 lines
3.4 KiB
C++

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/**
* @file main.cpp
* @brief Program entry point and main loop.
*
* 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 <https://www.gnu.org/licenses/>.
*/
#include "imgui.h"
#include "backends/imgui_impl_sdl.h"
#include "backends/imgui_impl_opengl2.h"
#include "config.h"
#include "logview.h"
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#include "stmdsp.hpp"
#include <chrono>
#include <cmath>
#include <iostream>
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#include <string>
#include <thread>
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void codeEditorInit();
void codeRenderMenu();
void codeRenderToolbar();
void codeRenderWidgets();
void deviceRenderDraw();
void deviceRenderMenu();
void deviceRenderToolbar();
void deviceRenderWidgets();
void fileRenderMenu();
void fileRenderDialog();
void fileInit();
bool guiInitialize();
bool guiHandleEvents();
void guiShutdown();
void guiRender();
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void log(const std::string& str);
static LogView logView;
static ImFont *fontSans = nullptr;
static ImFont *fontMono = nullptr;
static void renderWindow();
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int main(int, char **)
{
if (!guiInitialize())
return -1;
auto& io = ImGui::GetIO();
fontSans = io.Fonts->AddFontFromFileTTF("fonts/Roboto-Regular.ttf", 20);
fontMono = io.Fonts->AddFontFromFileTTF("fonts/RobotoMono-Regular.ttf", 20);
if (fontSans == nullptr || fontMono == nullptr) {
std::cout << "Failed to load fonts!" << std::endl;
return -1;
}
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codeEditorInit();
fileInit();
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while (1) {
constexpr std::chrono::duration<double> fpsDelay (1. / 60.);
const auto endTime = std::chrono::steady_clock::now() + fpsDelay;
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const bool isDone = guiHandleEvents();
if (!isDone) {
renderWindow();
std::this_thread::sleep_until(endTime);
} else {
break;
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}
}
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guiShutdown();
return 0;
}
void log(const std::string& str)
{
logView.AddLog(str);
}
void renderWindow()
{
// Start the new window frame and render the menu bar.
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
if (ImGui::BeginMainMenuBar()) {
fileRenderMenu();
deviceRenderMenu();
codeRenderMenu();
ImGui::EndMainMenuBar();
}
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// Begin the main view which the controls will be drawn onto.
constexpr float LOGVIEW_HEIGHT = 200;
constexpr ImVec2 WINDOW_POS (0, 22);
constexpr ImVec2 WINDOW_SIZE (WINDOW_WIDTH, WINDOW_HEIGHT - 22 - LOGVIEW_HEIGHT);
ImGui::SetNextWindowPos(WINDOW_POS);
ImGui::SetNextWindowSize(WINDOW_SIZE);
ImGui::Begin("main", nullptr,
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_NoBringToFrontOnFocus);
// Render main controls (order is important).
{
ImGui::PushFont(fontSans);
codeRenderToolbar();
deviceRenderToolbar();
fileRenderDialog();
deviceRenderWidgets();
ImGui::PopFont();
ImGui::PushFont(fontMono);
codeRenderWidgets();
ImGui::SetNextWindowPos({0, WINDOW_HEIGHT - LOGVIEW_HEIGHT});
ImGui::SetNextWindowSize({WINDOW_WIDTH, LOGVIEW_HEIGHT});
logView.Draw("log", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBringToFrontOnFocus);
ImGui::PopFont();
}
ImGui::End();
deviceRenderDraw();
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// Draw everything to the screen.
guiRender();
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}