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stmdspgui/source/main.cpp

133 lines
3.1 KiB
C++

/**
* @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"
#include "stmdsp.hpp"
#include <chrono>
#include <cmath>
#include <string>
#include <thread>
extern ImFont *fontSans;
extern ImFont *fontMono;
bool guiInitialize();
bool guiHandleEvents();
void guiShutdown();
void guiRender(void (*func)());
void fileRenderMenu();
void fileRenderDialog();
void fileInit();
void codeEditorInit();
void codeRenderMenu();
void codeRenderToolbar();
void codeRenderWidgets();
void deviceRenderDraw();
void deviceRenderMenu();
void deviceRenderToolbar();
void deviceRenderWidgets();
static LogView logView;
void log(const std::string& str)
{
logView.AddLog(str);
}
static void renderWindow();
int main(int, char **)
{
if (!guiInitialize())
return -1;
codeEditorInit();
fileInit();
while (1) {
constexpr std::chrono::duration<double> fpsDelay (1. / 60.);
const auto endTime = std::chrono::steady_clock::now() + fpsDelay;
const bool isDone = guiHandleEvents();
if (!isDone) {
renderWindow();
std::this_thread::sleep_until(endTime);
} else {
break;
}
}
guiShutdown();
return 0;
}
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();
}
// 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();
// Draw everything to the screen.
ImGui::Render();
guiRender([] {
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
});
}