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MasterWindow.go
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MasterWindow.go
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package giu
import (
"errors"
"image"
"image/color"
"runtime"
imgui "github.com/AllenDang/cimgui-go"
"golang.org/x/image/colornames"
)
// MasterWindowFlags implements BackendWindowFlags.
type MasterWindowFlags int
// master window flags.
const (
// Specifies the window will be fixed size.
MasterWindowFlagsNotResizable MasterWindowFlags = 1 << iota
// Specifies whether the window is maximized.
MasterWindowFlagsMaximized
// Specifies whether the window will be always-on-top.
MasterWindowFlagsFloating
// Specifies whether the window will be frameless.
MasterWindowFlagsFrameless
// Specifies whether the window will be transparent.
MasterWindowFlagsTransparent
)
// parseAndApply converts MasterWindowFlags to appropriate imgui.GLFWWindowFlags.
func (m MasterWindowFlags) parseAndApply(b imgui.Backend[imgui.GLFWWindowFlags]) {
data := map[MasterWindowFlags]struct {
f imgui.GLFWWindowFlags
value int // value isn't always true (sometimes false). Also WindowHint takes int not bool
}{
MasterWindowFlagsNotResizable: {imgui.GLFWWindowFlagsResizable, 0},
MasterWindowFlagsMaximized: {imgui.GLFWWindowFlagsMaximized, 1},
MasterWindowFlagsFloating: {imgui.GLFWWindowFlagsFloating, 1},
MasterWindowFlagsFrameless: {imgui.GLFWWindowFlagsDecorated, 0},
MasterWindowFlagsTransparent: {imgui.GLFWWindowFlagsTransparent, 1},
}
for flag, d := range data {
if m&flag != 0 {
b.SetWindowFlags(d.f, d.value)
}
}
}
// TODO(gucio321) implement this in cimgui-go
// DontCare could be used as an argument to (*MasterWindow).SetSizeLimits.
// var DontCare int = imgui.GlfwDontCare
// MasterWindow represents a glfw master window
// It is a base for a windows (see Window.go).
type MasterWindow struct {
backend imgui.Backend[imgui.GLFWWindowFlags]
width int
height int
clearColor imgui.Vec4
title string
context *imgui.Context
io *imgui.IO
updateFunc func()
// possibility to expend InputHandler's stuff
// See SetAdditionalInputHandler
additionalInputCallback InputHandlerHandleCallback
}
// NewMasterWindow creates a new master window and initializes GLFW.
// it should be called in main function. For more details and use cases,
// see examples/helloworld/.
func NewMasterWindow(title string, width, height int, flags MasterWindowFlags) *MasterWindow {
imGuiContext := imgui.CreateContext()
imgui.PlotCreateContext()
imgui.ImNodesCreateContext()
io := imgui.CurrentIO()
// TODO: removed ConfigFlagEnablePowerSavingMode
// TODO: removed io.SetConfigFlags(imgui.BackendFlagsRendererHasVtxOffset)
io.SetBackendFlags(imgui.BackendFlagsRendererHasVtxOffset)
// Disable imgui.ini
io.SetIniFilename("")
backend, err := imgui.CreateBackend(imgui.NewGLFWBackend())
if err != nil && !errors.Is(err, imgui.CExposerError) {
panic(err)
}
// Create GIU context
Context = CreateContext(backend)
mw := &MasterWindow{
clearColor: imgui.Vec4{X: 0, Y: 0, Z: 0, W: 1},
width: width,
height: height,
title: title,
io: io,
context: imGuiContext,
backend: backend,
}
backend.SetBeforeRenderHook(mw.beforeRender)
backend.SetAfterRenderHook(mw.afterRender)
backend.SetBeforeDestroyContextHook(mw.beforeDestroy)
flags.parseAndApply(backend)
backend.CreateWindow(title, width, height)
mw.SetInputHandler(newInputHandler())
mw.backend.SetSizeChangeCallback(mw.sizeChange)
mw.SetBgColor(colornames.Black)
// Scale DPI in windows
if runtime.GOOS == "windows" {
xScale, _ := Context.backend.ContentScale()
imgui.CurrentStyle().ScaleAllSizes(xScale)
}
return mw
}
func (w *MasterWindow) setTheme() (fin func()) {
imgui.PushStyleVarFloat(imgui.StyleVarWindowRounding, 2)
imgui.PushStyleVarFloat(imgui.StyleVarFrameRounding, 4)
imgui.PushStyleVarFloat(imgui.StyleVarGrabRounding, 4)
imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 1)
imgui.PushStyleColorVec4(imgui.ColText, imgui.Vec4{X: 0.95, Y: 0.96, Z: 0.98, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTextDisabled, imgui.Vec4{X: 0.36, Y: 0.42, Z: 0.47, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColWindowBg, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColChildBg, imgui.Vec4{X: 0.15, Y: 0.18, Z: 0.22, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColPopupBg, imgui.Vec4{X: 0.08, Y: 0.08, Z: 0.08, W: 0.94})
imgui.PushStyleColorVec4(imgui.ColBorder, imgui.Vec4{X: 0.08, Y: 0.10, Z: 0.12, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColBorderShadow, imgui.Vec4{X: 0.00, Y: 0.00, Z: 0.00, W: 0.00})
imgui.PushStyleColorVec4(imgui.ColFrameBg, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColFrameBgHovered, imgui.Vec4{X: 0.12, Y: 0.20, Z: 0.28, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColFrameBgActive, imgui.Vec4{X: 0.09, Y: 0.12, Z: 0.14, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTitleBg, imgui.Vec4{X: 0.09, Y: 0.12, Z: 0.14, W: 0.65})
imgui.PushStyleColorVec4(imgui.ColTitleBgActive, imgui.Vec4{X: 0.08, Y: 0.10, Z: 0.12, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTitleBgCollapsed, imgui.Vec4{X: 0.00, Y: 0.00, Z: 0.00, W: 0.51})
imgui.PushStyleColorVec4(imgui.ColMenuBarBg, imgui.Vec4{X: 0.15, Y: 0.18, Z: 0.22, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColScrollbarBg, imgui.Vec4{X: 0.02, Y: 0.02, Z: 0.02, W: 0.39})
imgui.PushStyleColorVec4(imgui.ColScrollbarGrab, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColScrollbarGrabHovered, imgui.Vec4{X: 0.18, Y: 0.22, Z: 0.25, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColScrollbarGrabActive, imgui.Vec4{X: 0.09, Y: 0.21, Z: 0.31, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColCheckMark, imgui.Vec4{X: 0.28, Y: 0.56, Z: 1.00, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColSliderGrab, imgui.Vec4{X: 0.28, Y: 0.56, Z: 1.00, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColSliderGrabActive, imgui.Vec4{X: 0.37, Y: 0.61, Z: 1.00, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColButton, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColButtonHovered, imgui.Vec4{X: 0.28, Y: 0.56, Z: 1.00, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColButtonActive, imgui.Vec4{X: 0.06, Y: 0.53, Z: 0.98, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColHeader, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 0.55})
imgui.PushStyleColorVec4(imgui.ColHeaderHovered, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.80})
imgui.PushStyleColorVec4(imgui.ColHeaderActive, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColSeparator, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColSeparatorHovered, imgui.Vec4{X: 0.10, Y: 0.40, Z: 0.75, W: 0.78})
imgui.PushStyleColorVec4(imgui.ColSeparatorActive, imgui.Vec4{X: 0.10, Y: 0.40, Z: 0.75, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColResizeGrip, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.25})
imgui.PushStyleColorVec4(imgui.ColResizeGripHovered, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.67})
imgui.PushStyleColorVec4(imgui.ColResizeGripActive, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.95})
imgui.PushStyleColorVec4(imgui.ColTab, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTabHovered, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.80})
imgui.PushStyleColorVec4(imgui.ColTabActive, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTabUnfocused, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTabUnfocusedActive, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColPlotLines, imgui.Vec4{X: 0.61, Y: 0.61, Z: 0.61, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColPlotLinesHovered, imgui.Vec4{X: 1.00, Y: 0.43, Z: 0.35, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColPlotHistogram, imgui.Vec4{X: 0.90, Y: 0.70, Z: 0.00, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColPlotHistogramHovered, imgui.Vec4{X: 1.00, Y: 0.60, Z: 0.00, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTextSelectedBg, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.35})
imgui.PushStyleColorVec4(imgui.ColDragDropTarget, imgui.Vec4{X: 1.00, Y: 1.00, Z: 0.00, W: 0.90})
imgui.PushStyleColorVec4(imgui.ColNavHighlight, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColNavWindowingHighlight, imgui.Vec4{X: 1.00, Y: 1.00, Z: 1.00, W: 0.70})
imgui.PushStyleColorVec4(imgui.ColTableHeaderBg, imgui.Vec4{X: 0.12, Y: 0.20, Z: 0.28, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTableBorderStrong, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
imgui.PushStyleColorVec4(imgui.ColTableBorderLight, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 0.70})
return func() {
imgui.PopStyleColorV(49)
imgui.PopStyleVarV(4)
}
}
func (w *MasterWindow) sizeChange(width, height int) {
// noop
}
func (w *MasterWindow) beforeRender() {
Context.invalidAllState()
Context.FontAtlas.rebuildFontAtlas()
// process texture load requests
if Context.textureLoadingQueue != nil && Context.textureLoadingQueue.Length() > 0 {
for Context.textureLoadingQueue.Length() > 0 {
request, ok := Context.textureLoadingQueue.Remove().(textureLoadRequest)
Assert(ok, "MasterWindow", "Run", "processing texture requests: wrong type of texture request")
NewTextureFromRgba(request.img, request.cb)
}
}
}
func (w *MasterWindow) afterRender() {
Context.cleanState()
}
func (w *MasterWindow) beforeDestroy() {
imgui.PlotDestroyContext()
imgui.ImNodesDestroyContext()
}
func (w *MasterWindow) render() {
fin := w.setTheme()
defer fin()
mainStylesheet := Style()
if s, found := Context.cssStylesheet["main"]; found {
mainStylesheet = s
}
mainStylesheet.Push()
w.updateFunc()
mainStylesheet.Pop()
}
// Run runs the main loop.
// loopFunc will be used to construct the ui.
// Run should be called at the end of main function, after setting
// up the master window.
func (w *MasterWindow) Run(loopFunc func()) {
mainthreadCallPlatform(func() {
Context.isRunning = true
w.updateFunc = loopFunc
Context.m.Lock()
Context.isAlive = true
Context.m.Unlock()
Context.backend.Run(w.render)
Context.m.Lock()
Context.isAlive = false
Context.isRunning = false
Context.m.Unlock()
})
}
// GetSize return size of master window.
func (w *MasterWindow) GetSize() (width, height int) {
if w.backend != nil {
w, h := w.backend.DisplaySize()
return int(w), int(h)
}
return w.width, w.height
}
// SetBgColor sets background color of master window.
func (w *MasterWindow) SetBgColor(bgColor color.Color) {
const mask = 0xffff
r, g, b, a := bgColor.RGBA()
w.clearColor = imgui.Vec4{
X: float32(r) / mask,
Y: float32(g) / mask,
Z: float32(b) / mask,
W: float32(a) / mask,
}
w.backend.SetBgColor(w.clearColor)
}
// SetTargetFPS sets target FPS of master window.
// Default for GLFW is 30.
func (w *MasterWindow) SetTargetFPS(fps uint) {
w.backend.SetTargetFPS(fps)
}
// GetPos return position of master window.
func (w *MasterWindow) GetPos() (x, y int) {
var xResult, yResult int32
if w.backend != nil {
xResult, yResult = w.backend.GetWindowPos()
}
return int(xResult), int(yResult)
}
// SetPos sets position of master window.
func (w *MasterWindow) SetPos(x, y int) {
if w.backend != nil {
w.backend.SetWindowPos(x, y)
}
}
// SetSize sets size of master window.
func (w *MasterWindow) SetSize(x, y int) {
if w.backend != nil {
w.backend.SetWindowSize(x, y)
}
}
// SetCloseCallback sets the close callback of the window, which is called when
// the user attempts to close the window, for example by clicking the close
// widget in the title bar.
//
// The close flag is set before this callback is called, but you can modify it at
// any time with returned value of callback function.
//
// Mac OS X: Selecting Quit from the application menu will trigger the close
// callback for all windows.
func (w *MasterWindow) SetCloseCallback(cb func() bool) {
w.backend.SetCloseCallback(func(b imgui.Backend[imgui.GLFWWindowFlags]) {
b.SetShouldClose(cb())
})
}
// SetDropCallback sets callback when file was dropped into the window.
func (w *MasterWindow) SetDropCallback(cb func([]string)) {
w.backend.SetDropCallback(cb)
}
// RegisterKeyboardShortcuts registers a global - master window - keyboard shortcuts.
func (w *MasterWindow) RegisterKeyboardShortcuts(s ...WindowShortcut) *MasterWindow {
for _, shortcut := range s {
Context.InputHandler.RegisterKeyboardShortcuts(Shortcut{
Key: shortcut.Key,
Modifier: shortcut.Modifier,
Callback: shortcut.Callback,
IsGlobal: GlobalShortcut,
})
}
return w
}
// SetIcon sets the icon of the specified window. If passed an array of candidate images,
// those of or closest to the sizes desired by the system are selected. If no images are
// specified, the window reverts to its default icon.
//
// The image is ideally provided in the form of *image.NRGBA.
// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
// bits per channel with the red channel first. They are arranged canonically
// as packed sequential rows, starting from the top-left corner. If the image
// type is not *image.NRGBA, it will be converted to it.
//
// The desired image sizes varies depending on platform and system settings. The selected
// images will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48.
func (w *MasterWindow) SetIcon(icons ...image.Image) {
w.backend.SetIcons(icons...)
}
// SetSizeLimits sets the size limits of the client area of the specified window.
// If the window is full screen or not resizable, this function does nothing.
//
// The size limits are applied immediately and may cause the window to be resized.
// To specify only a minimum size or only a maximum one, set the other pair to giu.DontCare.
// To disable size limits for a window, set them all to giu.DontCare.
func (w *MasterWindow) SetSizeLimits(minw, minh, maxw, maxh int) {
w.backend.SetWindowSizeLimits(minw, minh, maxw, maxh)
}
// SetTitle updates master window's title.
func (w *MasterWindow) SetTitle(title string) {
w.backend.SetWindowTitle(title)
}
// Close will safely close the master window.
func (w *MasterWindow) Close() {
w.SetShouldClose(true)
}
// SetShouldClose sets whether master window should be closed.
func (w *MasterWindow) SetShouldClose(v bool) {
w.backend.SetShouldClose(v)
}
// SetInputHandler allows to change default input handler.
// see InputHandler.go.
func (w *MasterWindow) SetInputHandler(handler InputHandler) {
Context.InputHandler = handler
w.backend.SetKeyCallback(func(key, scanCode, action, modifier int) {
k, m, a := keyFromGLFWKey(imgui.GLFWKey(key)), Modifier(modifier), Action(action)
handler.Handle(k, m, a)
if w.additionalInputCallback != nil {
w.additionalInputCallback(k, m, a)
}
})
}
// SetAdditionalInputHandlerCallback allows to set an input callback to handle more events (not only these from giu.inputHandler).
// See examples/issue-501.
func (w *MasterWindow) SetAdditionalInputHandlerCallback(cb InputHandlerHandleCallback) {
w.additionalInputCallback = cb
}