197 lines
8.1 KiB
C++
197 lines
8.1 KiB
C++
#include <cstdio>
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#include <thread>
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#include <locale.h>
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#include <sys/stat.h>
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#include <imgui.h>
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#include <imgui_impl_sdl.h>
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#include <imgui_impl_opengl3.h>
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#include <SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL_opengles2.h>
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#else
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#include <SDL_opengl.h>
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#endif
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#include "fonts.h"
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#include "config.h"
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#include "event_loop.h"
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#include "logcat_thread.h"
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int main(int, char**) {
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setlocale(LC_TIME, "");
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Config config;
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try {
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config = load_config();
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} catch (const std::exception& e) {
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fprintf(stderr, "Failed to load config: %s\n", e.what());
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return 1;
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}
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try {
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create_config_folders_if_necessary();
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} catch (const std::exception& e) {
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fprintf(stderr, "Failed to create config folder: %s\n", e.what());
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return 1;
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}
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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fprintf(stderr, "SDL_Init(): %s\n", SDL_GetError());
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return 1;
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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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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__APPLE__)
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("LogMeow", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(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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// needs to be a variable to keep the c-style string around
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std::string ini_file_path = get_config_folder() + "/imgui.ini";
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io.IniFilename = ini_file_path.c_str();
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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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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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ImFont* monospace_font = nullptr;
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#ifdef USE_FONTCONFIG
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try {
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std::pair<std::string, std::string> fonts = get_fonts();
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io.Fonts->AddFontFromFileTTF(fonts.first.c_str(), config.normal_font_size);
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monospace_font = io.Fonts->AddFontFromFileTTF(fonts.second.c_str(), config.monospace_font_size);
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} catch (const std::exception& e) {
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log(std::string("Failed to get fonts: ") + e.what());
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}
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#endif
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if (!monospace_font) {
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ImFontConfig font_config;
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font_config.SizePixels = config.monospace_font_size;
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monospace_font = io.Fonts->AddFontDefault(&font_config);
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}
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// Main loop
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bool run_event_loop = true;
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float config_write_timer = 0.0f;
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LogcatThread logcat_thread = [&]() {
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try {
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return LogcatThread();
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} catch (const std::exception& e) {
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fprintf(stderr, "Failed to spawn logcat thread: %s\n", e.what());
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exit(1);
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}
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}();
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while (run_event_loop) {
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) {
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run_event_loop = false;
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} else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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run_event_loop = false;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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event_loop(monospace_font, config, &config_write_timer, logcat_thread, &run_event_loop);
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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if (config_write_timer > 0.0f) {
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try {
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write_config(config);
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} catch (const std::exception& e) {
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fprintf(stderr, "Failed to write config: %s\n", e.what());
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return 1;
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}
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}
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logcat_thread.request_stop();
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logcat_thread.join();
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return 0;
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}
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