some decouplings (#2)
* logger business * code review * rm c-style array * extract image rendering to view * missing view files * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * logger business * code review * rm c-style array * extract image rendering to view * missing view files * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * logger business * code review * rm c-style array * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * logger business * code review * rm c-style array * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * Factor out AppGLFW base class The intention here is to get rid of scaffolding in the consumer application class and allow to focus on the "important bits". * Some cleanup * dump unnecessary dependency * link stuff where needed & use only what's needed * remove deprecation warnings * add gallery toggle * make some includes private * add presets * remove dir locals, use presets instead `projectile-configure-project' in conjunction with CMakePresets.json will allow to configure the project. `projectile-compile-project' does sth similar for the compile command. This is equivalent to something like ~cmake --preset clang-debug && cmake --build build --preset clang-debug~ * use presets in pipeline --------- Co-authored-by: m-aXimilian <keuffnermax@gmail.com>
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#include "AppGLFW.hpp"
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include "app_resources_default.h"
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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void pixelarium::application::AppGLFW::InitMainWindow()
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{
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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{
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return;
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}
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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// GL 3.0 + GLSL 130
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#ifdef __linux__
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const char* glsl_version = "#version 130";
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#else
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const char* glsl_version = reinterpret_cast<const char*>("#version 130");
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#endif
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+
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// only glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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#endif
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// int count;
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// GLFWmonitor** monitors = glfwGetMonitors(&count); // at [0] is always the
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// main monitor GLFWmonitor* monitor = monitors[1];
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GLFWmonitor* monitor = glfwGetPrimaryMonitor();
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int xpos, ypos, width, height;
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glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
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// lg::Logger::Info("screen width " + std::to_string(width) +
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// " screen heigth " + std::to_string(height));
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// Create window with graphics context
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window = glfwCreateWindow(1200, 800, PIXELARIUM_TITLE, nullptr, nullptr);
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if (window == nullptr)
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{
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// lg::Logger::Error("no window");
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return;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform
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// Windows
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// io.ConfigViewportsNoAutoMerge = true;
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// io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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}
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int pixelarium::application::AppGLFW::RunLoop()
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{
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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while (!glfwWindowShouldClose(this->window))
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{
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::DockSpaceOverViewport(ImGui::GetID("Backspace"));
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this->MenuBar();
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this->Run();
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(this->window, &display_w, &display_h);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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GLFWwindow* backup_current_context = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backup_current_context);
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}
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glfwSwapBuffers(this->window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(this->window);
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glfwTerminate();
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return 0;
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}
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void pixelarium::application::AppGLFW::MenuBar()
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{
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if (ImGui::BeginMainMenuBar())
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{
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// main menu
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if (ImGui::BeginMenu(MAINMENUNAME))
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{
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if (ImGui::BeginCombo(LOGLEVELSELECT, LOGLEVELS[log_level_].data()))
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{
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for (int n = 0; n < static_cast<int>(LOGLEVELS.size()); n++)
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{
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bool is_selected = (LOGLEVELS[log_level_] == LOGLEVELS[n]);
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if (ImGui::Selectable(LOGLEVELS[n].data(), is_selected))
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{
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log_level_ = n;
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this->logger_.ChangeLevel(static_cast<utils::log::LogLevel>(1 << log_level_));
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}
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if (is_selected) ImGui::SetItemDefaultFocus();
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}
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ImGui::EndCombo();
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}
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// consumer main menu bar entries
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this->MenuBarOptionsColumn1();
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ImGui::EndMenu();
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}
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// consumer menu bar columns
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this->MenuBarOptionsColumn2();
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this->MenuBarOptionsColumn3();
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this->MenuBarOptionsColumn4();
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this->MenuBarOptionsColumn5();
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ImGui::EndMainMenuBar();
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}
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}
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void pixelarium::application::AppGLFW::LogLevelSelect()
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{
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if (ImGui::BeginCombo(LOGLEVELSELECT, LOGLEVELS[log_level_].data()))
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{
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for (int n = 0; n < static_cast<int>(LOGLEVELS.size()); n++)
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{
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bool is_selected = (LOGLEVELS[log_level_] == LOGLEVELS[n]);
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if (ImGui::Selectable(LOGLEVELS[n].data(), is_selected))
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{
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log_level_ = n;
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this->logger_.ChangeLevel(static_cast<utils::log::LogLevel>(1 << log_level_));
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}
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if (is_selected) ImGui::SetItemDefaultFocus();
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}
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ImGui::EndCombo();
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}
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}
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