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152 lines
5.5 KiB
C++
152 lines
5.5 KiB
C++
/**
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* @file gui.cpp
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* @brief Contains code for GUI-related logic.
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*
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* Copyright (C) 2021 Clyne Sullivan
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*
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* Distributed under the GNU GPL v3 or later. You should have received a copy of
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* the GNU General Public License along with this program.
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* If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "imgui.h"
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#include "imgui_internal.h"
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#include "backends/imgui_impl_sdl.h"
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#include "backends/imgui_impl_opengl2.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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bool guiInitialize();
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void guiRender();
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bool guiHandleEvents();
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void guiShutdown();
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static SDL_Window *window = nullptr;
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static SDL_GLContext gl_context;
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bool guiInitialize()
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{
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if (SDL_Init(0) != 0) {
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printf("Error: %s\n", SDL_GetError());
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return false;
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}
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// Setup window
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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window = SDL_CreateWindow("stmdsp gui",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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640, 700,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE /*| SDL_WINDOW_ALLOW_HIGHDPI*/);
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if (window == nullptr) {
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puts("Error: Could not create the window!");
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return false;
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}
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SDL_SetWindowMinimumSize(window, 320, 320);
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gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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//io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL2_Init();
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ImGui::StyleColorsLight();
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 5;
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style.FrameRounding = 3;
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style.ScrollbarRounding = 1;
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//#define ACCENT1 0.26f, 0.59f, 0.98f
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#define ACCENT1 0.6f, 0.6f, 0.6f
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#define ACCENT2 0.4f, 0.4f, 0.4f
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style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(ACCENT1, 0.40f);
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style.Colors[ImGuiCol_FrameBgActive] = ImVec4(ACCENT1, 0.67f);
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style.Colors[ImGuiCol_CheckMark] = ImVec4(ACCENT1, 1.00f);
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style.Colors[ImGuiCol_SliderGrab] = ImVec4(ACCENT1, 0.78f);
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style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
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style.Colors[ImGuiCol_Button] = ImVec4(ACCENT1, 0.40f);
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style.Colors[ImGuiCol_ButtonHovered] = ImVec4(ACCENT1, 1.00f);
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style.Colors[ImGuiCol_ButtonActive] = ImVec4(ACCENT2, 1.00f);
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style.Colors[ImGuiCol_Header] = ImVec4(ACCENT1, 0.31f);
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style.Colors[ImGuiCol_HeaderHovered] = ImVec4(ACCENT1, 0.80f);
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style.Colors[ImGuiCol_HeaderActive] = ImVec4(ACCENT1, 1.00f);
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style.Colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
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style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
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style.Colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
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style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(ACCENT1, 0.67f);
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style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(ACCENT1, 0.95f);
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style.Colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
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style.Colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f);
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style.Colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f);
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style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(ACCENT1, 0.35f);
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style.Colors[ImGuiCol_DragDropTarget] = ImVec4(ACCENT1, 0.95f);
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style.Colors[ImGuiCol_Tab] = ImLerp(style.Colors[ImGuiCol_Header], style.Colors[ImGuiCol_TitleBgActive], 0.90f);
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style.Colors[ImGuiCol_TabHovered] = style.Colors[ImGuiCol_HeaderHovered];
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style.Colors[ImGuiCol_TabActive] = ImLerp(style.Colors[ImGuiCol_HeaderActive], style.Colors[ImGuiCol_TitleBgActive], 0.60f);
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style.Colors[ImGuiCol_TabUnfocused] = ImLerp(style.Colors[ImGuiCol_Tab], style.Colors[ImGuiCol_TitleBg], 0.80f);
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style.Colors[ImGuiCol_TabUnfocusedActive] = ImLerp(style.Colors[ImGuiCol_TabActive], style.Colors[ImGuiCol_TitleBg], 0.40f);
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style.Colors[ImGuiCol_NavHighlight] = style.Colors[ImGuiCol_HeaderHovered];
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return true;
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}
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void guiRender()
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{
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ImGui::Render();
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const auto& displaySize = ImGui::GetIO().DisplaySize;
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const int sizeX = static_cast<int>(displaySize.x);
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const int sizeY = static_cast<int>(displaySize.y);
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glViewport(0, 0, sizeX, sizeY);
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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}
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bool guiHandleEvents()
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{
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bool done = false;
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for (SDL_Event event; SDL_PollEvent(&event);) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) {
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done = true;
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} else if (event.type == SDL_WINDOWEVENT) {
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const auto& ew = event.window;
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const auto wid = SDL_GetWindowID(window);
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if (ew.event == SDL_WINDOWEVENT_CLOSE && ew.windowID == wid)
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done = true;
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}
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}
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return done;
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}
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void guiShutdown()
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{
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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