Refactor Controller and File Dialog: streamline platform handling, remove redundant parameters, and enhance initialization logic

This commit is contained in:
scawful
2025-01-26 19:28:40 -05:00
parent db9fab83df
commit 646db9607a
6 changed files with 76 additions and 87 deletions

View File

@@ -7,10 +7,10 @@
#include "absl/status/status.h"
#include "absl/strings/str_format.h"
#include "app/core/platform/file_dialog.h"
#include "app/core/platform/font_loader.h"
#include "app/editor/editor_manager.h"
#include "app/gui/style.h"
#include "app/core/platform/file_dialog.h"
#include "imgui/backends/imgui_impl_sdl2.h"
#include "imgui/backends/imgui_impl_sdlrenderer2.h"
#include "imgui/imgui.h"
@@ -19,26 +19,17 @@ namespace yaze {
namespace core {
absl::Status Controller::OnEntry(std::string filename) {
#if defined(__APPLE__) && defined(__MACH__)
#if TARGET_IPHONE_SIMULATOR == 1 || TARGET_OS_IPHONE == 1
platform_ = Platform::kiOS;
#elif TARGET_OS_MAC == 1
platform_ = Platform::kMacOS;
#endif
#elif defined(_WIN32)
platform_ = Platform::kWindows;
#elif defined(__linux__)
platform_ = Platform::kLinux;
#else
platform_ = Platform::kUnknown;
#endif
RETURN_IF_ERROR(CreateWindow())
RETURN_IF_ERROR(CreateRenderer())
RETURN_IF_ERROR(CreateGuiContext())
RETURN_IF_ERROR(LoadAudioDevice())
Initialize(filename);
return absl::OkStatus();
}
void Controller::Initialize(std::string filename) {
editor_manager_.Initialize(filename);
active_ = true;
return absl::OkStatus();
}
void Controller::OnInput() {
@@ -49,30 +40,30 @@ void Controller::OnInput() {
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL2_ProcessEvent(&event);
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP: {
ImGuiIO &io = ImGui::GetIO();
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:
active_ = false;
case SDL_KEYDOWN:
case SDL_KEYUP: {
ImGuiIO &io = ImGui::GetIO();
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_SIZE_CHANGED:
io.DisplaySize.x = static_cast<float>(event.window.data1);
io.DisplaySize.y = static_cast<float>(event.window.data2);
}
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_CLOSE:
active_ = false;
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;
default:
break;
}
break;
default:
break;
}
}
@@ -153,12 +144,12 @@ absl::Status Controller::CreateWindow() {
int screen_height = display_mode.h * 0.8;
window_ = std::unique_ptr<SDL_Window, core::SDL_Deleter>(
SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
screen_width, // width, in pixels
screen_height, // height, in pixels
SDL_WINDOW_RESIZABLE),
SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
screen_width, // width, in pixels
screen_height, // height, in pixels
SDL_WINDOW_RESIZABLE),
core::SDL_Deleter());
if (window_ == nullptr) {
return absl::InternalError(
@@ -208,7 +199,7 @@ absl::Status Controller::LoadAudioDevice() {
want.format = AUDIO_S16;
want.channels = 2;
want.samples = 2048;
want.callback = NULL; // Uses the queue
want.callback = NULL; // Uses the queue
audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (audio_device_ == 0) {
return absl::InternalError(
@@ -225,7 +216,7 @@ absl::Status Controller::LoadAudioDevice() {
absl::Status Controller::LoadConfigFiles() {
// Create and load a dotfile for the application
// This will store the user's preferences and settings
std::string config_directory = GetConfigDirectory(platform_);
std::string config_directory = GetConfigDirectory();
// Create the directory if it doesn't exist
if (!std::filesystem::exists(config_directory)) {
@@ -250,5 +241,5 @@ absl::Status Controller::LoadConfigFiles() {
return absl::OkStatus();
}
} // namespace core
} // namespace yaze
} // namespace core
} // namespace yaze