Files
yaze/src/app/core/controller.cc
2023-11-24 22:12:30 -05:00

305 lines
9.1 KiB
C++

#include "controller.h"
#include <SDL.h>
#include <SDL_mixer.h>
#include <imgui/backends/imgui_impl_sdl2.h>
#include <imgui/backends/imgui_impl_sdlrenderer2.h>
#include <imgui/imgui.h>
#include <imgui/imgui_internal.h>
#include <memory>
#include "absl/status/status.h"
#include "absl/strings/str_format.h"
#include "app/core/platform/font_loader.h"
#include "app/editor/master_editor.h"
#include "app/gui/icons.h"
#include "app/gui/style.h"
namespace yaze {
namespace app {
namespace core {
namespace {
void InitializeKeymap() {
ImGuiIO &io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Backspace] = SDL_GetScancodeFromKey(SDLK_BACKSPACE);
io.KeyMap[ImGuiKey_LeftShift] = SDL_GetScancodeFromKey(SDLK_LSHIFT);
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);
}
void ImGui_ImplSDL2_SetClipboardText(void *user_data, const char *text) {
SDL_SetClipboardText(text);
}
const char *ImGui_ImplSDL2_GetClipboardText(void *user_data) {
return SDL_GetClipboardText();
}
void InitializeClipboard() {
ImGuiIO &io = ImGui::GetIO();
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr;
}
void HandleKeyDown(SDL_Event &event) {
ImGuiIO &io = ImGui::GetIO();
switch (event.key.keysym.sym) {
case SDLK_UP:
case SDLK_DOWN:
case SDLK_RETURN:
case SDLK_BACKSPACE:
case SDLK_LSHIFT:
case SDLK_LCTRL:
case SDLK_TAB:
io.KeysDown[event.key.keysym.scancode] = (event.type == SDL_KEYDOWN);
break;
default:
break;
}
}
void HandleKeyUp(SDL_Event &event) {
ImGuiIO &io = ImGui::GetIO();
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);
}
void ChangeWindowSizeEvent(SDL_Event &event) {
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = static_cast<float>(event.window.data1);
io.DisplaySize.y = static_cast<float>(event.window.data2);
}
void HandleMouseMovement(int &wheel) {
ImGuiIO &io = ImGui::GetIO();
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);
}
} // namespace
bool Controller::IsActive() const { return active_; }
absl::Status Controller::OnEntry() {
RETURN_IF_ERROR(CreateSDL_Window())
RETURN_IF_ERROR(CreateRenderer())
RETURN_IF_ERROR(CreateGuiContext())
InitializeKeymap();
master_editor_.SetupScreen(renderer_);
active_ = true;
return absl::OkStatus();
}
void Controller::OnInput() {
int wheel = 0;
SDL_Event event;
ImGuiIO &io = ImGui::GetIO();
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
HandleKeyDown(event);
break;
case SDL_KEYUP:
HandleKeyUp(event);
break;
case SDL_TEXTINPUT:
io.AddInputCharactersUTF8(event.text.text);
break;
case SDL_MOUSEWHEEL:
wheel = event.wheel.y;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_CLOSE:
CloseWindow();
break;
case SDL_WINDOWEVENT_SIZE_CHANGED:
ChangeWindowSizeEvent(event);
break;
default:
break;
}
break;
default:
break;
}
}
HandleMouseMovement(wheel);
}
void Controller::OnLoad() { master_editor_.UpdateScreen(); }
void Controller::DoRender() const {
SDL_RenderClear(renderer_.get());
ImGui::Render();
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer_.get());
}
void Controller::OnExit() {
master_editor_.Shutdown();
Mix_CloseAudio();
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_Quit();
}
absl::Status Controller::CreateSDL_Window() {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
return absl::InternalError(
absl::StrFormat("SDL_Init: %s\n", SDL_GetError()));
} else {
SDL_DisplayMode displayMode;
SDL_GetCurrentDisplayMode(0, &displayMode);
int screenWidth = displayMode.w * 0.8;
int screenHeight = displayMode.h * 0.8;
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
screenWidth, // width, in pixels
screenHeight, // height, in pixels
SDL_WINDOW_RESIZABLE),
sdl_deleter());
if (window_ == nullptr) {
return absl::InternalError(
absl::StrFormat("SDL_CreateWindow: %s\n", SDL_GetError()));
}
// Initialize SDL_mixer
if (Mix_OpenAudio(32000, MIX_DEFAULT_FORMAT, 2, 1024) < 0) {
printf("SDL_mixer could not initialize! SDL_mixer Error: %s\n",
Mix_GetError());
}
}
return absl::OkStatus();
}
absl::Status Controller::CreateRenderer() {
renderer_ = std::unique_ptr<SDL_Renderer, sdl_deleter>(
SDL_CreateRenderer(window_.get(), -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
sdl_deleter());
if (renderer_ == nullptr) {
return absl::InternalError(
absl::StrFormat("SDL_CreateRenderer: %s\n", SDL_GetError()));
} else {
SDL_SetRenderDrawBlendMode(renderer_.get(), SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer_.get(), 0x00, 0x00, 0x00, 0x00);
}
return absl::OkStatus();
}
absl::Status Controller::CreateGuiContext() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
if (flags()->kUseNewImGuiInput) {
io.ConfigFlags |=
ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |=
ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
}
// Initialize ImGui for SDL
ImGui_ImplSDL2_InitForSDLRenderer(window_.get(), renderer_.get());
ImGui_ImplSDLRenderer2_Init(renderer_.get());
if (flags()->kLoadSystemFonts) {
LoadSystemFonts();
} else {
LoadFontFamilies();
}
// Set the default style
gui::ColorsYaze();
// Build a new ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame(window_.get());
return absl::OkStatus();
}
absl::Status Controller::LoadFontFamilies() const {
ImGuiIO &io = ImGui::GetIO();
// Define constants
static const char *KARLA_REGULAR = "assets/font/Karla-Regular.ttf";
static const char *ROBOTO_MEDIUM = "assets/font/Roboto-Medium.ttf";
static const char *COUSINE_REGULAR = "assets/font/Cousine-Regular.ttf";
static const char *DROID_SANS = "assets/font/DroidSans.ttf";
static const char *NOTO_SANS_JP = "assets/font/NotoSansJP.ttf";
static const char *IBM_PLEX_JP = "assets/font/IBMPlexSansJP-Bold.ttf";
static const float FONT_SIZE_DEFAULT = 14.0f;
static const float FONT_SIZE_DROID_SANS = 16.0f;
static const float ICON_FONT_SIZE = 18.0f;
// Icon configuration
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;
// Japanese font configuration
ImFontConfig japanese_font_config;
japanese_font_config.MergeMode = true;
icons_config.GlyphOffset.y = 5.0f;
icons_config.GlyphMinAdvanceX = 13.0f;
icons_config.PixelSnapH = true;
// List of fonts to be loaded
std::vector<const char *> font_paths = {KARLA_REGULAR, ROBOTO_MEDIUM,
COUSINE_REGULAR, IBM_PLEX_JP};
// Load fonts with associated icon and Japanese merges
for (const auto &font_path : font_paths) {
float font_size =
(font_path == DROID_SANS) ? FONT_SIZE_DROID_SANS : FONT_SIZE_DEFAULT;
if (!io.Fonts->AddFontFromFileTTF(font_path, font_size)) {
return absl::InternalError(
absl::StrFormat("Failed to load font from %s", font_path));
}
// Merge icon set
io.Fonts->AddFontFromFileTTF(FONT_ICON_FILE_NAME_MD, ICON_FONT_SIZE,
&icons_config, icons_ranges);
// Merge Japanese font
io.Fonts->AddFontFromFileTTF(NOTO_SANS_JP, 18.0f, &japanese_font_config,
io.Fonts->GetGlyphRangesJapanese());
}
return absl::OkStatus();
}
} // namespace core
} // namespace app
} // namespace yaze