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MasterWindow.go
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package giu
import (
"image"
"image/color"
"time"
"github.com/faiface/mainthread"
"github.com/AllenDang/imgui-go"
)
type MasterWindowFlags imgui.GLFWWindowFlags
const (
// Specifies the window will be fixed size.
MasterWindowFlagsNotResizable MasterWindowFlags = MasterWindowFlags(imgui.GLFWWindowFlagsNotResizable)
// Specifies whether the window is maximized.
MasterWindowFlagsMaximized MasterWindowFlags = MasterWindowFlags(imgui.GLFWWindowFlagsMaximized)
// Specifies whether the window will be always-on-top.
MasterWindowFlagsFloating MasterWindowFlags = MasterWindowFlags(imgui.GLFWWindowFlagsFloating)
// Specifies whether the window will be frameless.
MasterWindowFlagsFrameless MasterWindowFlags = MasterWindowFlags(imgui.GLFWWindowFlagsFrameless)
// Specifies whether the window will be transparent.
MasterWindowFlagsTransparent MasterWindowFlags = MasterWindowFlags(imgui.GLFWWindowFlagsTransparent)
)
type MasterWindow struct {
width int
height int
clearColor [4]float32
title string
platform imgui.Platform
renderer imgui.Renderer
context *imgui.Context
io *imgui.IO
updateFunc func()
}
func NewMasterWindow(title string, width, height int, flags MasterWindowFlags) *MasterWindow {
context := imgui.CreateContext(nil)
imgui.ImPlotCreateContext()
imgui.ImNodesCreateContext()
io := imgui.CurrentIO()
io.SetConfigFlags(imgui.ConfigFlagEnablePowerSavingMode)
// Disable imgui.ini
io.SetIniFilename("")
p, err := imgui.NewGLFW(io, title, width, height, imgui.GLFWWindowFlags(flags))
if err != nil {
panic(err)
}
scale := p.GetContentScale()
imgui.DPIScale = scale
// Assign platform to contex
Context.platform = p
r, err := imgui.NewOpenGL3(io, scale)
if err != nil {
panic(err)
}
// Create context
Context.renderer = r
// Create font
if len(defaultFonts) == 0 {
io.Fonts().AddFontDefault()
fontAtlas := io.Fonts().TextureDataRGBA32()
r.SetFontTexture(fontAtlas)
} else {
shouldRebuildFontAtlas = true
rebuildFontAtlas()
}
mw := &MasterWindow{
clearColor: [4]float32{0, 0, 0, 1},
width: width,
height: height,
title: title,
io: &io,
context: context,
platform: p,
renderer: r,
}
mw.platform.SetInputCallback(handler)
p.SetSizeChangeCallback(mw.sizeChange)
mw.setTheme()
return mw
}
func (w *MasterWindow) setTheme() {
style := imgui.CurrentStyle()
imgui.PushStyleVarFloat(imgui.StyleVarWindowRounding, 2)
imgui.PushStyleVarFloat(imgui.StyleVarFrameRounding, 4)
imgui.PushStyleVarFloat(imgui.StyleVarGrabRounding, 4)
imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 1)
style.SetColor(imgui.StyleColorText, imgui.Vec4{X: 0.95, Y: 0.96, Z: 0.98, W: 1.00})
style.SetColor(imgui.StyleColorTextDisabled, imgui.Vec4{X: 0.36, Y: 0.42, Z: 0.47, W: 1.00})
style.SetColor(imgui.StyleColorWindowBg, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
style.SetColor(imgui.StyleColorChildBg, imgui.Vec4{X: 0.15, Y: 0.18, Z: 0.22, W: 1.00})
style.SetColor(imgui.StyleColorPopupBg, imgui.Vec4{X: 0.08, Y: 0.08, Z: 0.08, W: 0.94})
style.SetColor(imgui.StyleColorBorder, imgui.Vec4{X: 0.08, Y: 0.10, Z: 0.12, W: 1.00})
style.SetColor(imgui.StyleColorBorderShadow, imgui.Vec4{X: 0.00, Y: 0.00, Z: 0.00, W: 0.00})
style.SetColor(imgui.StyleColorFrameBg, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
style.SetColor(imgui.StyleColorFrameBgHovered, imgui.Vec4{X: 0.12, Y: 0.20, Z: 0.28, W: 1.00})
style.SetColor(imgui.StyleColorFrameBgActive, imgui.Vec4{X: 0.09, Y: 0.12, Z: 0.14, W: 1.00})
style.SetColor(imgui.StyleColorTitleBg, imgui.Vec4{X: 0.09, Y: 0.12, Z: 0.14, W: 0.65})
style.SetColor(imgui.StyleColorTitleBgActive, imgui.Vec4{X: 0.08, Y: 0.10, Z: 0.12, W: 1.00})
style.SetColor(imgui.StyleColorTitleBgCollapsed, imgui.Vec4{X: 0.00, Y: 0.00, Z: 0.00, W: 0.51})
style.SetColor(imgui.StyleColorMenuBarBg, imgui.Vec4{X: 0.15, Y: 0.18, Z: 0.22, W: 1.00})
style.SetColor(imgui.StyleColorScrollbarBg, imgui.Vec4{X: 0.02, Y: 0.02, Z: 0.02, W: 0.39})
style.SetColor(imgui.StyleColorScrollbarGrab, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
style.SetColor(imgui.StyleColorScrollbarGrabHovered, imgui.Vec4{X: 0.18, Y: 0.22, Z: 0.25, W: 1.00})
style.SetColor(imgui.StyleColorScrollbarGrabActive, imgui.Vec4{X: 0.09, Y: 0.21, Z: 0.31, W: 1.00})
style.SetColor(imgui.StyleColorCheckMark, imgui.Vec4{X: 0.28, Y: 0.56, Z: 1.00, W: 1.00})
style.SetColor(imgui.StyleColorSliderGrab, imgui.Vec4{X: 0.28, Y: 0.56, Z: 1.00, W: 1.00})
style.SetColor(imgui.StyleColorSliderGrabActive, imgui.Vec4{X: 0.37, Y: 0.61, Z: 1.00, W: 1.00})
style.SetColor(imgui.StyleColorButton, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
style.SetColor(imgui.StyleColorButtonHovered, imgui.Vec4{X: 0.28, Y: 0.56, Z: 1.00, W: 1.00})
style.SetColor(imgui.StyleColorButtonActive, imgui.Vec4{X: 0.06, Y: 0.53, Z: 0.98, W: 1.00})
style.SetColor(imgui.StyleColorHeader, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 0.55})
style.SetColor(imgui.StyleColorHeaderHovered, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.80})
style.SetColor(imgui.StyleColorHeaderActive, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 1.00})
style.SetColor(imgui.StyleColorSeparator, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
style.SetColor(imgui.StyleColorSeparatorHovered, imgui.Vec4{X: 0.10, Y: 0.40, Z: 0.75, W: 0.78})
style.SetColor(imgui.StyleColorSeparatorActive, imgui.Vec4{X: 0.10, Y: 0.40, Z: 0.75, W: 1.00})
style.SetColor(imgui.StyleColorResizeGrip, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.25})
style.SetColor(imgui.StyleColorResizeGripHovered, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.67})
style.SetColor(imgui.StyleColorResizeGripActive, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.95})
style.SetColor(imgui.StyleColorTab, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
style.SetColor(imgui.StyleColorTabHovered, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.80})
style.SetColor(imgui.StyleColorTabActive, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
style.SetColor(imgui.StyleColorTabUnfocused, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
style.SetColor(imgui.StyleColorTabUnfocusedActive, imgui.Vec4{X: 0.11, Y: 0.15, Z: 0.17, W: 1.00})
style.SetColor(imgui.StyleColorPlotLines, imgui.Vec4{X: 0.61, Y: 0.61, Z: 0.61, W: 1.00})
style.SetColor(imgui.StyleColorPlotLinesHovered, imgui.Vec4{X: 1.00, Y: 0.43, Z: 0.35, W: 1.00})
style.SetColor(imgui.StyleColorPlotHistogram, imgui.Vec4{X: 0.90, Y: 0.70, Z: 0.00, W: 1.00})
style.SetColor(imgui.StyleColorPlotHistogramHovered, imgui.Vec4{X: 1.00, Y: 0.60, Z: 0.00, W: 1.00})
style.SetColor(imgui.StyleColorTextSelectedBg, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 0.35})
style.SetColor(imgui.StyleColorDragDropTarget, imgui.Vec4{X: 1.00, Y: 1.00, Z: 0.00, W: 0.90})
style.SetColor(imgui.StyleColorNavHighlight, imgui.Vec4{X: 0.26, Y: 0.59, Z: 0.98, W: 1.00})
style.SetColor(imgui.StyleColorNavWindowingHighlight, imgui.Vec4{X: 1.00, Y: 1.00, Z: 1.00, W: 0.70})
style.SetColor(imgui.StyleColorTableHeaderBg, imgui.Vec4{X: 0.12, Y: 0.20, Z: 0.28, W: 1.00})
style.SetColor(imgui.StyleColorTableBorderStrong, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 1.00})
style.SetColor(imgui.StyleColorTableBorderLight, imgui.Vec4{X: 0.20, Y: 0.25, Z: 0.29, W: 0.70})
scale := w.platform.GetContentScale()
style.ScaleAllSizes(scale)
}
// Set background color of master window.
func (w *MasterWindow) SetBgColor(color color.RGBA) {
w.clearColor = [4]float32{float32(color.R) / 255.0, float32(color.G) / 255.0, float32(color.B) / 255.0, float32(color.A) / 255.0}
}
func (w *MasterWindow) sizeChange(width, height int) {
w.render()
}
func (w *MasterWindow) render() {
Context.invalidAllState()
rebuildFontAtlas()
p := w.platform
r := w.renderer
p.NewFrame()
r.PreRender(w.clearColor)
imgui.NewFrame()
w.updateFunc()
imgui.Render()
r.Render(p.DisplaySize(), p.FramebufferSize(), imgui.RenderedDrawData())
p.PostRender()
Context.cleanState()
}
// Run the main loop to create new frame, process events and call update ui func.
func (w *MasterWindow) run() {
p := w.platform
ticker := time.NewTicker(time.Second / time.Duration(p.GetTPS()))
shouldQuit := false
for !shouldQuit {
mainthread.Call(func() {
p.ProcessEvents()
w.render()
shouldQuit = p.ShouldStop()
})
<-ticker.C
}
}
// Return size of master window.
func (w *MasterWindow) GetSize() (width, height int) {
if w.platform != nil {
if glfwPlatform, ok := w.platform.(*imgui.GLFW); ok {
return glfwPlatform.GetWindow().GetSize()
}
}
return w.width, w.height
}
// Return position of master window.
func (w *MasterWindow) GetPos() (x, y int) {
if w.platform != nil {
if glfwPlatform, ok := w.platform.(*imgui.GLFW); ok {
x, y = glfwPlatform.GetWindow().GetPos()
}
}
return
}
// Set position of master window.
func (w *MasterWindow) SetPos(x, y int) {
if w.platform != nil {
if glfwPlatform, ok := w.platform.(*imgui.GLFW); ok {
glfwPlatform.GetWindow().SetPos(x, y)
}
}
}
func (w *MasterWindow) SetSize(x, y int) {
if w.platform != nil {
if glfwPlatform, ok := w.platform.(*imgui.GLFW); ok {
mainthread.CallNonBlock(func() {
glfwPlatform.GetWindow().SetSize(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.platform.SetCloseCallback(cb)
}
func (w *MasterWindow) SetDropCallback(cb func([]string)) {
w.platform.SetDropCallback(cb)
}
// Call the main loop.
// loopFunc will be used to construct the ui.
func (w *MasterWindow) Run(loopFunc func()) {
mainthread.Run(func() {
w.updateFunc = loopFunc
Context.isAlive = true
w.run()
Context.isAlive = false
mainthread.Call(func() {
w.renderer.Dispose()
w.platform.Dispose()
imgui.ImNodesDestroyContext()
imgui.ImPlotDestroyContext()
w.context.Destroy()
})
})
}
func (w *MasterWindow) RegisterKeyboardShortcuts(s ...WindowShortcut) *MasterWindow {
for _, shortcut := range s {
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.platform.SetIcon(icons)
}