more lowercase stuff

This commit is contained in:
Justin Scofield
2022-06-12 20:22:45 -04:00
parent 1822a07e6f
commit a5e1f0fa83
23 changed files with 5848 additions and 0 deletions

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#include "controller.h"
#include <SDL2/SDL.h>
#include <imgui/imgui.h>
#include <imgui/imgui_internal.h>
#include "core/renderer.h"
#include "core/window.h"
#include "editor/editor.h"
namespace yaze {
namespace Application {
namespace Core {
bool Controller::isActive() const { return active_; }
void Controller::onEntry() {
window_.Create();
renderer_.Create(window_.Get());
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;
SDL_Event event;
ImGuiIO &io = ImGui::GetIO();
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:
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;
case SDL_TEXTINPUT:
io.AddInputCharactersUTF8(event.text.text);
break;
case SDL_MOUSEWHEEL:
wheel = event.wheel.y;
break;
default:
break;
}
}
int mouseX;
int mouseY;
const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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_Delay(10);
renderer_.Render();
}
void Controller::onExit() {
ImGui_ImplSDLRenderer_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
window_.Destroy();
renderer_.Destroy();
SDL_Quit();
}
} // 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/imgui.h>
#include <imgui/imgui_internal.h>
#include "core/renderer.h"
#include "core/window.h"
#include "editor/editor.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:
inline void quit() { active_ = false; }
friend int ::main(int argc, char** argv);
bool active_;
Window window_;
Renderer renderer_;
Editor::Editor editor_;
};
} // namespace Core
} // namespace Application
} // namespace yaze
#endif // YAZE_APPLICATION_CORE_CONTROLLER_H

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#include "Renderer.h"
#include <SDL2/SDL.h>
#include <imgui/backends/imgui_impl_sdl.h>
#include <imgui/backends/imgui_impl_sdlrenderer.h>
#include <imgui/imgui.h>
#include "graphics/icons.h"
#include "graphics/style.h"
namespace yaze {
namespace Application {
namespace Core {
void Renderer::Create(SDL_Window* window) {
if (window == nullptr) {
SDL_Log("SDL_CreateWindow: %s\n", SDL_GetError());
SDL_Quit();
} else {
renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr) {
SDL_Log("SDL_CreateRenderer: %s\n", SDL_GetError());
SDL_Quit();
} else {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
}
}
// Create the ImGui and ImPlot contexts
ImGui::CreateContext();
// Initialize ImGui for SDL
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer_Init(renderer);
// 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
Style::ColorsYaze();
// Build a new ImGui frame
ImGui_ImplSDLRenderer_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
}
void Renderer::Render() {
SDL_RenderClear(renderer);
ImGui::Render();
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}
void Renderer::Destroy() {
SDL_DestroyRenderer(renderer);
renderer = nullptr;
}
} // namespace Core
} // namespace Application
} // namespace yaze

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#ifndef YAZE_APPLICATION_CORE_RENDERER_H
#define YAZE_APPLICATION_CORE_RENDERER_H
#include <SDL2/SDL.h>
#include <imgui/backends/imgui_impl_sdl.h>
#include <imgui/backends/imgui_impl_sdlrenderer.h>
#include <imgui/imgui.h>
#include "graphics/icons.h"
#include "graphics/style.h"
namespace yaze {
namespace Application {
namespace Core {
static SDL_Renderer* renderer = nullptr;
class Renderer {
public:
void Create(SDL_Window* window);
void Render();
void Destroy();
};
} // namespace Core
} // namespace Application
} // namespace yaze
#endif // YAZE_APPLICATION_CORE_RENDERER_H

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#include "Window.h"
#include <SDL2/SDL.h>
namespace yaze {
namespace Application {
namespace Core {
// TODO: pass in the size of the window as argument
void Window::Create() {
if (SDL_Init(SDL_INIT_EVERYTHING)) {
SDL_Log("SDL_Init: %s\n", SDL_GetError());
} else {
window = 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 // window flags
);
}
}
SDL_Window* Window::Get() { return window; }
void Window::Destroy() {
SDL_DestroyWindow(window);
window = nullptr;
}
} // namespace Core
} // namespace Application
} // namespace yaze

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#ifndef YAZE_APPLICATION_CORE_WINDOW_H
#define YAZE_APPLICATION_CORE_WINDOW_H
#include <SDL2/SDL.h>
namespace yaze {
namespace Application {
namespace Core {
class Window {
public:
void Create();
void Destroy();
SDL_Window* Get();
private:
SDL_Window* window = nullptr;
};
} // namespace Core
} // namespace Application
} // namespace yaze
#endif