Delete src/application/Core directory

This commit is contained in:
Justin Scofield
2022-06-20 13:16:52 -04:00
committed by GitHub
parent 6c3e31e2b2
commit 122d92f121
4 changed files with 0 additions and 1490 deletions

File diff suppressed because it is too large Load Diff

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#include "controller.h"
#include <SDL2/SDL.h>
#include <imgui/backends/imgui_impl_sdl.h>
#include <imgui/backends/imgui_impl_sdlrenderer.h>
#include <imgui/imgui.h>
#include <imgui/imgui_internal.h>
#include <memory>
#include "Editor/editor.h"
namespace yaze {
namespace application {
namespace core {
bool Controller::isActive() const { return active_; }
void Controller::onEntry() {
CreateWindow();
CreateRenderer();
CreateGuiContext();
editor_.SetupScreen(sdl_renderer_);
ImGuiIO &io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Backspace] = SDL_GetScancodeFromKey(SDLK_BACKSPACE);
io.KeyMap[ImGuiKey_Enter] = SDL_GetScancodeFromKey(SDLK_RETURN);
io.KeyMap[ImGuiKey_UpArrow] = SDL_GetScancodeFromKey(SDLK_UP);
io.KeyMap[ImGuiKey_DownArrow] = SDL_GetScancodeFromKey(SDLK_DOWN);
io.KeyMap[ImGuiKey_Tab] = SDL_GetScancodeFromKey(SDLK_TAB);
io.KeyMap[ImGuiKey_LeftCtrl] = SDL_GetScancodeFromKey(SDLK_LCTRL);
active_ = true;
}
void Controller::onInput() {
int wheel = 0;
int mouseX;
int mouseY;
SDL_Event event;
ImGuiIO &io = ImGui::GetIO();
const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_UP:
case SDLK_DOWN:
case SDLK_RETURN:
case SDLK_BACKSPACE:
case SDLK_TAB:
io.KeysDown[event.key.keysym.scancode] =
(event.type == SDL_KEYDOWN);
break;
default:
break;
}
break;
case SDL_KEYUP: {
int key = event.key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event.type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
break;
}
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_CLOSE:
quit();
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
io.DisplaySize.x = static_cast<float>(event.window.data1);
io.DisplaySize.y = static_cast<float>(event.window.data2);
break;
default:
break;
}
break;
case SDL_TEXTINPUT:
io.AddInputCharactersUTF8(event.text.text);
break;
case SDL_MOUSEWHEEL:
wheel = event.wheel.y;
break;
default:
break;
}
}
io.DeltaTime = 1.0f / 60.0f;
io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
io.MouseWheel = static_cast<float>(wheel);
}
void Controller::onLoad() { editor_.UpdateScreen(); }
void Controller::doRender() {
SDL_RenderClear(sdl_renderer_.get());
ImGui::Render();
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(sdl_renderer_.get());
}
void Controller::onExit() {
ImGui_ImplSDLRenderer_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_Quit();
}
void Controller::CreateWindow() {
if (SDL_Init(SDL_INIT_EVERYTHING)) {
SDL_Log("SDL_Init: %s\n", SDL_GetError());
} else {
sdl_window_ = std::unique_ptr<SDL_Window, sdl_deleter>(
SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
1200, // width, in pixels
800, // height, in pixels
SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL),
sdl_deleter());
}
}
void Controller::CreateRenderer() {
if (sdl_window_ == nullptr) {
SDL_Log("SDL_CreateWindow: %s\n", SDL_GetError());
SDL_Quit();
} else {
sdl_renderer_ = std::unique_ptr<SDL_Renderer, sdl_deleter>(
SDL_CreateRenderer(
sdl_window_.get(), -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
sdl_deleter());
if (sdl_renderer_ == nullptr) {
SDL_Log("SDL_CreateRenderer: %s\n", SDL_GetError());
SDL_Quit();
} else {
SDL_SetRenderDrawBlendMode(sdl_renderer_.get(), SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(sdl_renderer_.get(), 0x00, 0x00, 0x00, 0x00);
}
}
}
void Controller::CreateGuiContext() {
// Create the ImGui and ImPlot contexts
ImGui::CreateContext();
// Initialize ImGui for SDL
ImGui_ImplSDL2_InitForSDLRenderer(sdl_window_.get(), sdl_renderer_.get());
ImGui_ImplSDLRenderer_Init(sdl_renderer_.get());
// Load available fonts
const ImGuiIO &io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("assets/Fonts/Karla-Regular.ttf", 14.0f);
// merge in icons from Google Material Design
static const ImWchar icons_ranges[] = {ICON_MIN_MD, 0xf900, 0};
ImFontConfig icons_config;
icons_config.MergeMode = true;
icons_config.GlyphOffset.y = 5.0f;
icons_config.GlyphMinAdvanceX = 13.0f;
icons_config.PixelSnapH = true;
io.Fonts->AddFontFromFileTTF(FONT_ICON_FILE_NAME_MD, 18.0f, &icons_config,
icons_ranges);
io.Fonts->AddFontFromFileTTF("assets/Fonts/Roboto-Medium.ttf", 14.0f);
io.Fonts->AddFontFromFileTTF("assets/Fonts/Cousine-Regular.ttf", 14.0f);
io.Fonts->AddFontFromFileTTF("assets/Fonts/DroidSans.ttf", 16.0f);
// Set the default style
gui::ColorsYaze();
// Build a new ImGui frame
ImGui_ImplSDLRenderer_NewFrame();
ImGui_ImplSDL2_NewFrame(sdl_window_.get());
}
} // namespace core
} // namespace application
} // namespace yaze

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#ifndef YAZE_APPLICATION_CORE_CONTROLLER_H
#define YAZE_APPLICATION_CORE_CONTROLLER_H
#define SDL_MAIN_HANDLED
#include <SDL2/SDL.h>
#include <imgui/backends/imgui_impl_sdl.h>
#include <imgui/backends/imgui_impl_sdlrenderer.h>
#include <imgui/imgui.h>
#include <imgui/imgui_internal.h>
#include "Editor/editor.h"
#include "gui/icons.h"
#include "gui/style.h"
int main(int argc, char **argv);
namespace yaze {
namespace application {
namespace core {
class Controller {
public:
Controller() = default;
bool isActive() const;
void onEntry();
void onInput();
void onLoad();
void doRender();
void onExit();
private:
void CreateWindow();
void CreateRenderer();
void CreateGuiContext();
inline void quit() { active_ = false; }
friend int ::main(int argc, char **argv);
struct sdl_deleter {
void operator()(SDL_Window *p) const { SDL_DestroyWindow(p); }
void operator()(SDL_Renderer *p) const { SDL_DestroyRenderer(p); }
void operator()(SDL_Texture *p) const { SDL_DestroyTexture(p); }
};
bool active_;
Editor::Editor editor_;
std::shared_ptr<SDL_Window> sdl_window_;
std::shared_ptr<SDL_Renderer> sdl_renderer_;
};
} // namespace Core
} // namespace application
} // namespace yaze
#endif // YAZE_APPLICATION_CORE_CONTROLLER_H

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#ifndef YAZE_APPLICATION_CONTROLLER_ENTRYPOINT_H
#define YAZE_APPLICATION_CONTROLLER_ENTRYPOINT_H
#include "controller.h"
int main(int argc, char** argv) {
yaze::application::core::Controller controller;
controller.onEntry();
while (controller.isActive()) {
controller.onInput();
controller.onLoad();
controller.doRender();
}
controller.onExit();
return EXIT_SUCCESS;
}
#endif // YAZE_APPLICATION_CONTROLLER_ENTRYPOINT_H