logmeow/main.cpp

200 lines
8.1 KiB
C++

#include <cstdio>
#include <thread>
#include <locale.h>
#include <sys/stat.h>
#include <imgui/imgui.h>
#include <imgui/backends/imgui_impl_sdl2.h>
#include <imgui/backends/imgui_impl_opengl3.h>
#include <SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL_opengles2.h>
#else
#include <SDL_opengl.h>
#endif
#include <nativefiledialog-extended/src/include/nfd.h>
#include "log.h"
#include "fonts.h"
#include "config.h"
#include "filters.h"
#include "event_loop.h"
#include "logcat_thread.h"
int main() {
setlocale(LC_TIME, "");
Config config;
try {
config = load_config();
} catch (const std::exception& e) {
fprintf(stderr, "Failed to load config: %s\n", e.what());
return 1;
}
try {
create_config_folders_if_necessary();
} catch (const std::exception& e) {
fprintf(stderr, "Failed to create config folder: %s\n", e.what());
return 1;
}
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
fprintf(stderr, "SDL_Init(): %s\n", SDL_GetError());
return 1;
}
// Setup NFDe
if (NFD_Init() != NFD_OKAY) {
SDL_Quit();
fprintf(stderr, "NFD_Init(): %s\n", NFD_GetError());
return 1;
}
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("LogMeow", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// needs to be a variable to keep the c-style string around
std::string ini_file_path = get_config_folder() + "/imgui.ini";
io.IniFilename = ini_file_path.c_str();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
ImFont* monospace_font = nullptr;
#ifdef USE_FONTCONFIG
try {
std::pair<std::string, std::string> fonts = get_fonts();
io.Fonts->AddFontFromFileTTF(fonts.first.c_str(), config.normal_font_size);
monospace_font = io.Fonts->AddFontFromFileTTF(fonts.second.c_str(), config.monospace_font_size);
} catch (const std::exception& e) {
log(std::string("Failed to get fonts: ") + e.what());
}
#endif
if (!monospace_font) {
ImFontConfig font_config;
font_config.SizePixels = config.monospace_font_size;
monospace_font = io.Fonts->AddFontDefault(&font_config);
}
// Main loop
bool run_event_loop = true;
LogcatThread logcat_thread = [&]() {
try {
return LogcatThread(&config.logcat_command);
} catch (const std::exception& e) {
fprintf(stderr, "Failed to spawn logcat thread: %s\n", e.what());
exit(1);
}
}();
while (run_event_loop) {
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) {
run_event_loop = false;
} else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
run_event_loop = false;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
event_loop(monospace_font, config, logcat_thread);
// Rendering
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
NFD_Quit();
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
logcat_thread.request_stop();
logcat_thread.join();
return 0;
}