- Updated file dialog references across the application to utilize a new `util::FileDialogWrapper` for consistent file handling. - Refactored existing code to replace direct calls to `core::FileDialogWrapper` with the new utility class, enhancing modularity and maintainability. - Introduced `util::PlatformPaths` for cross-platform directory management, ensuring consistent access to user directories and application data paths. - Added new utility functions for file operations, improving the overall file handling capabilities within the application. - Updated CMake configurations to include new utility source files, streamlining the build process.
162 lines
5.2 KiB
C++
162 lines
5.2 KiB
C++
#include "app/core/window.h"
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#include "absl/status/status.h"
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#include "absl/strings/str_format.h"
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#include "app/core/platform/font_loader.h"
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#include "util/sdl_deleter.h"
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#include "app/gfx/arena.h"
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#include "app/gui/style.h"
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#include "app/gui/theme_manager.h"
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#include "app/test/test_manager.h"
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#include "util/log.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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#include "imgui/imgui.h"
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namespace yaze {
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namespace core {
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absl::Status CreateWindow(Window& window, int flags) {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) != 0) {
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return absl::InternalError(
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absl::StrFormat("SDL_Init: %s\n", SDL_GetError()));
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}
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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int screen_width = display_mode.w * 0.8;
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int screen_height = display_mode.h * 0.8;
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window.window_ = std::unique_ptr<SDL_Window, SDL_Deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, screen_width, screen_height,
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flags),
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SDL_Deleter());
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if (window.window_ == nullptr) {
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return absl::InternalError(
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absl::StrFormat("SDL_CreateWindow: %s\n", SDL_GetError()));
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}
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RETURN_IF_ERROR(Renderer::Get().CreateRenderer(window.window_.get()));
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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// Initialize ImGuiTestEngine after ImGui context is created
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#if defined(YAZE_ENABLE_IMGUI_TEST_ENGINE) && YAZE_ENABLE_IMGUI_TEST_ENGINE
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test::TestManager::Get().InitializeUITesting();
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#endif
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ImGui_ImplSDL2_InitForSDLRenderer(window.window_.get(),
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Renderer::Get().renderer());
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ImGui_ImplSDLRenderer2_Init(Renderer::Get().renderer());
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RETURN_IF_ERROR(LoadPackageFonts());
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// Apply original YAZE colors as fallback, then try to load theme system
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gui::ColorsYaze();
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// Try to initialize theme system (will fallback to ColorsYaze if files fail)
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auto& theme_manager = gui::ThemeManager::Get();
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auto status = theme_manager.LoadTheme("YAZE Classic");
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if (!status.ok()) {
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// Theme system failed, stick with original ColorsYaze()
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LOG_WARN("Window", "Theme system failed, using original ColorsYaze(): %s",
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status.message().data());
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}
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const int audio_frequency = 48000;
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SDL_AudioSpec want, have;
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SDL_memset(&want, 0, sizeof(want));
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want.freq = audio_frequency;
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want.format = AUDIO_S16;
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want.channels = 2;
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want.samples = 2048;
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want.callback = NULL; // Uses the queue
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window.audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (window.audio_device_ == 0) {
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throw std::runtime_error(
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absl::StrFormat("Failed to open audio: %s\n", SDL_GetError()));
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}
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window.audio_buffer_ = std::make_shared<int16_t>(audio_frequency / 50 * 4);
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SDL_PauseAudioDevice(window.audio_device_, 0);
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return absl::OkStatus();
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}
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absl::Status ShutdownWindow(Window& window) {
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SDL_PauseAudioDevice(window.audio_device_, 1);
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SDL_CloseAudioDevice(window.audio_device_);
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// Stop test engine WHILE ImGui context is still valid
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#ifdef YAZE_ENABLE_IMGUI_TEST_ENGINE
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test::TestManager::Get().StopUITesting();
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#endif
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// Shutdown ImGui implementations
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ImGui_ImplSDL2_Shutdown();
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ImGui_ImplSDLRenderer2_Shutdown();
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// Destroy ImGui context
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ImGui::DestroyContext();
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// NOW destroy test engine context (after ImGui context is destroyed)
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#ifdef YAZE_ENABLE_IMGUI_TEST_ENGINE
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test::TestManager::Get().DestroyUITestingContext();
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#endif
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// Shutdown graphics arena BEFORE destroying SDL contexts
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gfx::Arena::Get().Shutdown();
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SDL_DestroyRenderer(Renderer::Get().renderer());
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SDL_DestroyWindow(window.window_.get());
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SDL_Quit();
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return absl::OkStatus();
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}
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absl::Status HandleEvents(Window& window) {
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SDL_Event event;
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ImGuiIO& io = ImGui::GetIO();
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SDL_WaitEvent(&event);
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ImGui_ImplSDL2_ProcessEvent(&event);
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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break;
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}
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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window.active_ = false;
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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io.DisplaySize.x = static_cast<float>(event.window.data1);
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io.DisplaySize.y = static_cast<float>(event.window.data2);
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break;
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}
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break;
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}
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int mouseX;
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int mouseY;
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
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io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
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io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
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io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
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int wheel = 0;
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io.MouseWheel = static_cast<float>(wheel);
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return absl::OkStatus();
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}
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} // namespace core
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} // namespace yaze
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