Files
yaze/src/app/core/controller.cc

283 lines
8.0 KiB
C++

#include "controller.h"
#include <SDL.h>
#include <filesystem>
#include <memory>
#include "absl/status/status.h"
#include "absl/strings/str_format.h"
#include "app/core/platform/font_loader.h"
#include "app/editor/editor_manager.h"
#include "app/gui/style.h"
#include "core/utils/file_util.h"
#include "imgui/backends/imgui_impl_sdl2.h"
#include "imgui/backends/imgui_impl_sdlrenderer2.h"
#include "imgui/imgui.h"
namespace yaze {
namespace app {
namespace core {
namespace {
constexpr ImGuiWindowFlags kMainEditorFlags =
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_MenuBar |
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoTitleBar;
using ImGui::Begin;
using ImGui::End;
using ImGui::GetIO;
using ImGui::NewFrame;
using ImGui::SetNextWindowPos;
using ImGui::SetNextWindowSize;
void NewMasterFrame() {
const ImGuiIO &io = GetIO();
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
NewFrame();
SetNextWindowPos(gui::kZeroPos);
ImVec2 dimensions(io.DisplaySize.x, io.DisplaySize.y);
SetNextWindowSize(dimensions, ImGuiCond_Always);
if (!Begin("##YazeMain", nullptr, kMainEditorFlags)) {
End();
return;
}
}
} // namespace
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())
editor_manager_.SetupScreen(filename);
active_ = true;
return absl::OkStatus();
}
void Controller::OnInput() {
int wheel = 0;
SDL_Event event;
ImGuiIO &io = ImGui::GetIO();
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;
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;
}
}
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.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
io.MouseWheel = static_cast<float>(wheel);
}
absl::Status Controller::OnLoad() {
if (editor_manager_.quit()) {
active_ = false;
}
#if TARGET_OS_IPHONE != 1
if (platform_ != Platform::kiOS) {
NewMasterFrame();
}
#endif
RETURN_IF_ERROR(editor_manager_.Update());
#if TARGET_OS_IPHONE != 1
if (platform_ != Platform::kiOS) {
End();
}
#endif
return absl::OkStatus();
}
absl::Status Controller::OnTestLoad() {
RETURN_IF_ERROR(test_editor_->Update());
return absl::OkStatus();
}
void Controller::DoRender() const {
ImGui::Render();
SDL_RenderClear(Renderer::GetInstance().renderer());
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(),
Renderer::GetInstance().renderer());
SDL_RenderPresent(Renderer::GetInstance().renderer());
}
void Controller::OnExit() {
SDL_PauseAudioDevice(audio_device_, 1);
SDL_CloseAudioDevice(audio_device_);
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_Quit();
}
absl::Status Controller::CreateWindow() {
auto sdl_flags = SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER;
if (flags()->kUseNewImGuiInput) {
sdl_flags |= SDL_INIT_GAMECONTROLLER;
}
if (SDL_Init(sdl_flags) != 0) {
return absl::InternalError(
absl::StrFormat("SDL_Init: %s\n", SDL_GetError()));
}
SDL_DisplayMode display_mode;
SDL_GetCurrentDisplayMode(0, &display_mode);
int screen_width = display_mode.w * 0.8;
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),
core::SDL_Deleter());
if (window_ == nullptr) {
return absl::InternalError(
absl::StrFormat("SDL_CreateWindow: %s\n", SDL_GetError()));
}
return absl::OkStatus();
}
absl::Status Controller::CreateRenderer() {
return Renderer::GetInstance().CreateRenderer(window_.get());
}
absl::Status Controller::CreateGuiContext() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
if (flags()->kUseNewImGuiInput) {
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
}
// Initialize ImGui based on the backend
ImGui_ImplSDL2_InitForSDLRenderer(window_.get(),
Renderer::GetInstance().renderer());
ImGui_ImplSDLRenderer2_Init(Renderer::GetInstance().renderer());
RETURN_IF_ERROR(LoadFontFamilies());
// Set the default style
gui::ColorsYaze();
// Build a new ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
return absl::OkStatus();
}
absl::Status Controller::LoadFontFamilies() const {
// LoadSystemFonts();
return LoadPackageFonts();
}
absl::Status Controller::LoadAudioDevice() {
SDL_AudioSpec want, have;
SDL_memset(&want, 0, sizeof(want));
want.freq = audio_frequency_;
want.format = AUDIO_S16;
want.channels = 2;
want.samples = 2048;
want.callback = NULL; // Uses the queue
audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (audio_device_ == 0) {
return absl::InternalError(
absl::StrFormat("Failed to open audio: %s\n", SDL_GetError()));
}
// audio_buffer_ = new int16_t[audio_frequency_ / 50 * 4];
audio_buffer_ = std::make_shared<int16_t>(audio_frequency_ / 50 * 4);
SDL_PauseAudioDevice(audio_device_, 0);
editor_manager_.emulator().set_audio_buffer(audio_buffer_.get());
editor_manager_.emulator().set_audio_device_id(audio_device_);
return absl::OkStatus();
}
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_);
// Create the directory if it doesn't exist
if (!std::filesystem::exists(config_directory)) {
if (!std::filesystem::create_directory(config_directory)) {
return absl::InternalError(absl::StrFormat(
"Failed to create config directory %s", config_directory));
}
}
// Check if the config file exists
std::string config_file = config_directory + "yaze.cfg";
if (!std::filesystem::exists(config_file)) {
// Create the file if it doesn't exist
std::ofstream file(config_file);
if (!file.is_open()) {
return absl::InternalError(
absl::StrFormat("Failed to create config file %s", config_file));
}
file.close();
}
return absl::OkStatus();
}
} // namespace core
} // namespace app
} // namespace yaze