208 lines
4.3 KiB
C++
208 lines
4.3 KiB
C++
#include "externals.hh"
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#include "imgui_impl_sdl.h"
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#include "demo.hh"
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#include "globals.hh"
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#include "profiling.hh"
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#include "window.hh"
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#include "shaders.hh"
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// FIXME ^^
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/*= T_Main ===================================================================*/
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struct T_Main
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{
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T_Main( );
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~T_Main( );
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void mainLoop( );
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private:
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bool done = false;
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bool capture = false;
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ImVec2 mouseInitial;
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ImVec2 mouseMove;
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std::unique_ptr< T_ShaderProgram > spCopy;
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std::unique_ptr< T_Demo > demo;
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void initDemo( );
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void startIteration( );
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void handleCapture( );
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void makeUI( );
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void render( );
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void initProgram( );
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};
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/*----------------------------------------------------------------------------*/
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T_Main::T_Main( )
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{
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Globals::Init( );
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initProgram( );
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}
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void T_Main::mainLoop( )
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{
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auto& p( Globals::Profiler( ) );
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while ( !done ) {
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if ( demo ) {
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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if ( demo->width != dspSize.x || demo->height != dspSize.y ) {
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demo.reset( );
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}
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}
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if ( !demo ) {
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initDemo( );
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}
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glFinish( );
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p.startFrame( );
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p.start( "Full frame" );
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startIteration( );
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if ( !done ) {
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handleCapture( );
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makeUI( );
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render( );
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p.end( "Full frame" );
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Globals::Window( ).swap( );
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Globals::Watcher( ).check( );
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p.endFrame( );
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}
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}
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}
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T_Main::~T_Main( )
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{
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demo.reset( );
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Globals::Shutdown( );
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}
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/*----------------------------------------------------------------------------*/
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void T_Main::initDemo( )
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{
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assert( !demo );
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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if ( dspSize.x < 0 || dspSize.y < 0 ) {
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return;
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}
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printf( "init w/ dspsize %dx%d\n" , int( dspSize.x ) , int( dspSize.y ) );
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demo = std::make_unique< T_Demo >( dspSize.x , dspSize.y );
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if ( demo->initialise( ) ) {
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Globals::Profiler( ).clear( );
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} else {
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demo.reset( );
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}
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}
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void T_Main::startIteration( )
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{
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SDL_Event event;
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mouseMove = ImVec2( );
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while ( SDL_PollEvent( &event ) ) {
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ImGui_ImplSdl_ProcessEvent( &event );
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if ( event.type == SDL_QUIT ) {
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done = true;
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return;
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}
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if ( capture && event.type == SDL_MOUSEMOTION ) {
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mouseMove.x += event.motion.xrel;
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mouseMove.y += event.motion.yrel;
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}
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}
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Globals::Window( ).startFrame( capture , mouseInitial );
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ImGui::GetIO( ).MouseDrawCursor = true;
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}
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void T_Main::handleCapture( )
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{
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auto const& io( ImGui::GetIO( ) );
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const bool lmb( ImGui::IsMouseDown( 0 ) );
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const bool mb( lmb || ImGui::IsMouseDown( 1 ) );
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const bool appCanGrab( !( ImGui::IsMouseHoveringAnyWindow( )
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|| io.WantCaptureMouse
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|| io.WantCaptureKeyboard ) );
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const bool shift( io.KeyShift );
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const bool ctrl( io.KeyCtrl );
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if ( capture && !mb ) {
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capture = false;
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ImGui::CaptureMouseFromApp( false );
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SDL_SetRelativeMouseMode( SDL_FALSE );
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Globals::Window( ).warpMouse( mouseInitial );
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ImGui::SetMouseCursor( ImGuiMouseCursor_Arrow );
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} else if ( capture ) {
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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if ( demo ) {
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demo->handleDND( mouseMove , ctrl , shift , lmb );
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}
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} else if ( appCanGrab && mb ) {
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capture = true;
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mouseInitial = ImGui::GetMousePos( );
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ImGui::CaptureMouseFromApp( true );
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SDL_SetRelativeMouseMode( SDL_TRUE );
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ImGui::SetMouseCursor( ImGuiMouseCursor_Move );
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}
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if ( ( appCanGrab || capture ) && io.MouseWheel && demo ) {
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demo->handleWheel( io.MouseWheel , ctrl , shift );
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}
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}
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void T_Main::makeUI( )
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{
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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ImGui::SetNextWindowSize( ImVec2( 300 , dspSize.y ) ,
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ImGuiSetCond_Once );
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ImGui::SetNextWindowPos( ImVec2( ) , ImGuiSetCond_Once );
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ImGui::Begin( "Yay! Demo!" );
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ImGui::Checkbox( "Profiler" , &Globals::Profiler( ).uiEnabled( ) );
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if ( demo ) {
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demo->makeUI( );
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}
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ImGui::End( );
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Globals::Profiler( ).makeUI( );
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}
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void T_Main::render( )
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{
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if ( demo ) {
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Globals::Profiler( ).start( "Render" );
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demo->render( );
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glFinish( ); Globals::Profiler( ).end( "Render" );
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}
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glUseProgram( 0 );
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Globals::Textures( ).reset( );
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ImGui::Render( );
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}
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void T_Main::initProgram( )
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{
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spCopy = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER );
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spCopy->addFile( "copy.glsl" );
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spCopy->load( );
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}
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/*============================================================================*/
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int main( int , char** )
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{
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T_Main m;
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#if 0
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testLoadShaderFile( );
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#else
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m.mainLoop( );
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#endif
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return 0;
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}
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