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authorDominick Allen <djallen@librehumanitas.org>2024-09-23 22:47:28 -0500
committerDominick Allen <djallen@librehumanitas.org>2024-09-23 22:47:28 -0500
commitcae8b633fc8723bcc35944298335ad48844d2bf0 (patch)
tree84896426c35270d7e07891851ef8a8a44cda1b20 /src/demo.cpp
parent500e1f9892dd41419663e9f72cf47bab5b2aca0b (diff)
Work on standing up gui.
Diffstat (limited to 'src/demo.cpp')
-rw-r--r--src/demo.cpp324
1 files changed, 324 insertions, 0 deletions
diff --git a/src/demo.cpp b/src/demo.cpp
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index 0000000..c571006
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+++ b/src/demo.cpp
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+#include "demo.hpp"
+
+#include "stb_image.h"
+
+#include <SDL.h>
+#include <SDL_opengl.h>
+#include <cstdio>
+#include <fud_c_file.hpp>
+#include <fud_string.hpp>
+#include <imgui/imgui.h>
+#include <imgui/imgui_impl_opengl3.h>
+#include <imgui/imgui_impl_sdl2.h>
+#include <spdlog/spdlog.h>
+#include <vector>
+
+namespace bookworm {
+
+// Simple helper function to load an image into a OpenGL texture with common settings
+bool LoadTextureFromMemory(const void* data, size_t data_size, GLuint* out_texture, int* out_width, int* out_height)
+{
+ // Load from file
+ int width = 0;
+ int height = 0;
+ int channelsInFile = 4;
+ unsigned char*
+ image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &width, &height, nullptr, 4);
+ if (image_data == nullptr) {
+ spdlog::error("Failed to get data from");
+ return false;
+ }
+
+ spdlog::info("Got result: {} pixels per row of {} scanlines with {} channels", width, height, channelsInFile);
+
+ // Create a OpenGL texture identifier
+ GLuint image_texture;
+ glGenTextures(1, &image_texture);
+ glBindTexture(GL_TEXTURE_2D, image_texture);
+
+ // Setup filtering parameters for display
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Upload pixels into texture
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
+ stbi_image_free(image_data);
+
+ *out_texture = image_texture;
+ *out_width = width;
+ *out_height = height;
+
+ return true;
+}
+
+// Open and read a file, then forward to LoadTextureFromMemory()
+bool LoadTextureFromFile(const fud::String& filename, GLuint* out_texture, int* out_width, int* out_height)
+{
+ fud::CBinaryFile inFile{filename, fud::CFileMode::ReadOnly};
+ auto fileResult = inFile.open();
+ using fud::FileStatus;
+ if (fileResult == FileStatus::Error) {
+ spdlog::error("can't open {}", filename.c_str());
+ // return err(ImageError::FileError);
+ return false;
+ }
+
+ auto fileSizeResult = inFile.size();
+ if (fileSizeResult.isError()) {
+ spdlog::error("bad file size {} {}", filename.c_str(), FileStatusToString(fileSizeResult.getError()));
+ return false;
+ }
+ auto fileSize = fileSizeResult.getOkay();
+
+ auto* filePtr = inFile.file();
+ if (filePtr == nullptr) {
+ spdlog::error("File associated with {} returned nullptr", filename.c_str());
+ // return err(ImageError::FileError);
+ return false;
+ }
+
+ std::vector<char> fileData{};
+ fileData.resize(fileSize);
+
+ auto readStatus = inFile.read(fileData.data(), fileSize, fileSize);
+ if (readStatus != FileStatus::Success) {
+ spdlog::error("bad read {} {}", filename.c_str(), FileStatusToString(readStatus));
+ return false;
+ }
+
+ bool ret = LoadTextureFromMemory(fileData.data(), fileSize, out_texture, out_width, out_height);
+ return ret;
+}
+
+int demo(const fud::String& m_filename)
+{
+
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GL ES 2.0 + GLSL 100
+ const char* glsl_version = "#version 100";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(__APPLE__)
+ // GL 3.2 Core + GLSL 150
+ const char* glsl_version = "#version 150";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+ // GL 3.0 + GLSL 130
+ const char* glsl_version = "#version 130";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Create window with graphics context
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
+ SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow(
+ "Dear ImGui SDL2+OpenGL3 example",
+ SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED,
+ 1280,
+ 720,
+ window_flags);
+ if (window == nullptr) {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ SDL_GL_MakeCurrent(window, gl_context);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+ (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ // ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ int my_image_width = 0;
+ int my_image_height = 0;
+ GLuint my_image_texture = 0;
+ bool ret = LoadTextureFromFile(m_filename, &my_image_texture, &my_image_width, &my_image_height);
+ IM_ASSERT(ret);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use
+ // ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your
+ // application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
+ // ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double
+ // backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See
+ // Makefile.emscripten for details.
+ // io.Fonts->AddFontDefault();
+ // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ // ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr,
+ // io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the
+ // imgui.ini file. You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your
+ // inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or
+ // clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or
+ // clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those
+ // two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE &&
+ event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code
+ // to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ ImGui::Begin("OpenGL Texture Text");
+ ImGui::Text("pointer = %x", my_image_texture);
+ ImGui::Text("size = %d x %d", my_image_width, my_image_height);
+ ImGui::Image(
+ (void*)(intptr_t)my_image_texture,
+ ImVec2(static_cast<float>(my_image_width), static_cast<float>(my_image_height)));
+ ImGui::End();
+
+ static float f = 0.0f;
+ static int counter = 0;
+
+ // Create a window called "Hello, world!" and append into it.
+ ImGui::Begin("Hello, world!");
+
+ // Display some text (you can use a format strings too)
+ ImGui::Text("This is some useful text.");
+ // Edit bools storing our window open/close state
+ ImGui::Checkbox("Demo Window", &show_demo_window);
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ // Edit 3 floats representing a color
+ ImGui::ColorEdit3("clear color", (float*)&clear_color);
+
+ // Buttons return true when clicked (most widgets return true when edited/activated)
+ if (ImGui::Button("Button"))
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window) {
+ // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when
+ // clicked)
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(
+ clear_color.x * clear_color.w,
+ clear_color.y * clear_color.w,
+ clear_color.z * clear_color.w,
+ clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DeleteContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+ // return ImageResult::okay(image);
+
+ return 0;
+}
+
+} // namespace bookworm