A little toolkit for single-quad fragment shader demos
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#include <vector>
#include <iostream>
#include <assert.h>
#include <imgui.h>
#include "gui.h"
#include "project.h"
void Gui::render() {
if (imgui_demo_open) ImGui::ShowTestWindow(&imgui_demo_open);
if (project_overlay_open) this->render_project_overlay();
this->render_menubar();
}
void Gui::render_project_overlay() {
ImGui::SetNextWindowPos(ImVec2(20, 30));
if (ImGui::Begin("", &this->project_overlay_open, ImVec2(200,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings)) {
ImGui::Text("[project]");
ImGui::Separator();
if (state->current_project != nullptr) {
ImGui::Text("name: %s", state->current_project->name.c_str());
ImGui::Text("n_scenes: %i", state->current_project->scenes.size());
if (!state->current_project->scene_loaded) {
ImGui::Text("no scene loaded");
} else {
ImGui::Text("current scene: %s",
state->current_project->current_scene->name.c_str());
}
} else {
ImGui::Text("no project loaded.");
}
ImGui::End();
}
}
void Gui::render_menubar() {
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File"))
render_mmb_file();
if (ImGui::BeginMenu("View"))
render_mmb_view();
if (ImGui::BeginMenu("Debug"))
render_mmb_debug();
ImGui::EndMainMenuBar();
}
}
void Gui::render_mmb_file() {
if (ImGui::MenuItem("Load project", "CTRL+O")) {
/*nfdchar_t *out_path = nullptr;
nfdresult_t result = NFD_OpenDialog(NULL, NULL, &out_path);
if (result == NFD_OKAY) {
// Load project
auto new_project = Project::fromFile(std::string(out_path));
state->current_project = std::move(new_project);
free(out_path);
} else if (result == NFD_ERROR) {
std::cout << "Error in filepicker: " << NFD_GetError() << '\n';
}*/
}
ImGui::Separator();
if (ImGui::MenuItem("Exit", "CTRL+Q"))
state->running = false;
ImGui::EndMenu();
}
void Gui::render_mmb_view() {
ImGui::MenuItem("Show project meta overlay", NULL, &this->project_overlay_open);
ImGui::Separator();
if (ImGui::MenuItem("Reload ImGui styling"))
this->load_style(cpptoml::parse_file(state->config->stylepath));
ImGui::MenuItem("Show ImGui demo window", NULL, &this->imgui_demo_open);
ImGui::EndMenu();
}
void Gui::render_mmb_debug() {
ImGui::MenuItem("Profiler");
if (ImGui::MenuItem("Reload shaders", "CTRL+R")) {
if (state->current_project != nullptr) {
if (state->current_project->scene_loaded) {
std::cout << "=== reloading shaders ===\n";
state->current_project->reload_shaders();
}
}
}
ImGui::EndMenu();
}
static cpptoml::option<ImVec2> vec2im2(cpptoml::option<std::vector<double>> vec) {
if (vec) {
assert((*vec).size() == 2);
return ImVec2((*vec)[0], (*vec)[1]);
} else {
return cpptoml::option<ImVec2>();
}
}
static cpptoml::option<ImVec4> vec2im4(cpptoml::option<std::vector<double>> vec) {
if (vec) {
assert((*vec).size() == 4);
return ImVec4((*vec)[0], (*vec)[1], (*vec)[2], (*vec)[3]);
} else {
return cpptoml::option<ImVec4>();
}
}
#define st_lds_d(n, k) style.n = conf->get_qualified_as<double>(k).value_or(defaultstyle.n)
#define st_lds_v2(n, k) style.n = vec2im2(conf->get_qualified_array_of<double>(k)).value_or(defaultstyle.n)
#define st_lds_v4(n, k) style.n = vec2im4(conf->get_qualified_array_of<double>(k)).value_or(defaultstyle.n)
void Gui::load_style(std::shared_ptr<cpptoml::table> conf) {
ImGuiStyle &style = ImGui::GetStyle();
auto defaultstyle = ImGuiStyle();
st_lds_d(Alpha, "alpha");
st_lds_v2(WindowPadding, "window.padding");
st_lds_v2(WindowMinSize, "window.min_size");
st_lds_d(WindowRounding, "window.rounding");
st_lds_v2(WindowTitleAlign, "window.title_align");
st_lds_d(ChildWindowRounding, "window.child_rounding");
st_lds_v2(FramePadding, "frame.padding");
st_lds_d(FrameRounding, "frame.rounding");
}