#include "gl3w.h" #include "Window.h" #include "Runtime.h" #define INITIAL_WIDTH 500 #define INITIAL_HEIGHT 500 #define FONT_SIZE 16 struct { SDL_TimerID timer_id; Uint16 mod; bool pressed; } Key_Statuses[SDL_NUM_SCANCODES]; /** * Initialize SDL. * * @retval true SDL was loaded successfully. * @retval false Loading SDL failed. */ static bool Initialize_SDL() { static bool initialized = false; if (initialized) { return true; } if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) { return false; } atexit(SDL_Quit); initialized = true; return true; } /** * Initialize OpenGL. * * @retval true OpenGL was loaded successfully. * @retval false Loading OpenGL failed. */ static bool Initialize_OpenGL() { if (gl3wInit() != 0) { /* Failed to gl3wInit() */ return false; } if (!gl3wIsSupported(3, 0)) { /* OpenGL 3.0 is not supported */ return false; } glActiveTexture(GL_TEXTURE0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return true; } /** * Create a Window. * * @retval true The Window was created successfully. * @retval false There was an error while creating the Window. */ bool Window::create(std::shared_ptr buffer) { if (!Initialize_SDL()) { return false; } m_window = SDL_CreateWindow( APPNAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, INITIAL_WIDTH, INITIAL_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); if (m_window == NULL) { return false; } (void)SDL_GL_CreateContext(m_window); if (!Initialize_OpenGL()) { return false; } m_exit_requested = false; /* TODO: user configurable font, size */ std::string font_path = Runtime::find(Runtime::FONT, "DejaVuSansMono"); if (font_path == "") { return false; } if (!m_font.load(font_path.c_str(), FONT_SIZE)) { return false; } m_shaders.text = std::make_shared(); m_shaders.text->use(); m_shaders.text->set_texture(0); m_shaders.text->set_color(1.0, 1.0, 1.0, 1.0); m_buffer = buffer; m_start_piece = m_buffer->piece_table->start_piece->next; resize(); return true; } /** * Run the Window event loop. * * TODO: make this a static method to support multiple GUI windows. */ void Window::run_event_loop() { SDL_Event event; while ((!m_exit_requested) && SDL_WaitEvent(&event)) { handle_event(event); } } Uint32 Key_Repeat(Uint32 interval, void * param) { if (Key_Statuses[(uintptr_t)param].pressed) { SDL_Event event; event.user.code = 0; event.user.data1 = param; event.user.data2 = (void *)(uintptr_t)Key_Statuses[(uintptr_t)param].mod; event.type = SDL_USEREVENT; SDL_PushEvent(&event); return 25u; } else { return 0u; } } /** * Handle a SDL event. */ void Window::handle_event(SDL_Event & event) { switch (event.type) { case SDL_QUIT: m_exit_requested = true; break; case SDL_KEYDOWN: if (event.key.repeat == 0) { Key_Statuses[event.key.keysym.scancode].pressed = true; Key_Statuses[event.key.keysym.scancode].timer_id = SDL_AddTimer(200, Key_Repeat, (void *)event.key.keysym.scancode); Key_Statuses[event.key.keysym.scancode].mod = event.key.keysym.mod; handle_key(event.key.keysym.scancode, event.key.keysym.mod); } break; case SDL_KEYUP: Key_Statuses[event.key.keysym.scancode].pressed = false; if (Key_Statuses[event.key.keysym.scancode].timer_id != 0) { SDL_RemoveTimer(Key_Statuses[event.key.keysym.scancode].timer_id); Key_Statuses[event.key.keysym.scancode].timer_id = 0; } break; case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_EXPOSED: redraw(); break; case SDL_WINDOWEVENT_RESIZED: resize(); redraw(); break; } break; case SDL_USEREVENT: handle_key((uint32_t)(uintptr_t)event.user.data1, (uint32_t)(uintptr_t)event.user.data2); break; } } void Window::handle_key(uint32_t scancode, uint32_t mod) { switch (scancode) { case SDL_SCANCODE_ESCAPE: m_exit_requested = true; break; case SDL_SCANCODE_J: scroll_down(); break; case SDL_SCANCODE_K: scroll_up(); break; } } void Window::scroll_down() { if ((m_start_piece != m_buffer->piece_table->end_piece) && (m_start_piece->next != m_buffer->piece_table->end_piece)) { m_start_piece = m_start_piece->next; redraw(); } } void Window::scroll_up() { if ((m_start_piece != m_buffer->piece_table->start_piece) && (m_start_piece->prev != m_buffer->piece_table->start_piece)) { m_start_piece = m_start_piece->prev; redraw(); } } void Window::resize() { SDL_GetWindowSize(m_window, &m_width, &m_height); glViewport(0, 0, m_width, m_height); m_shaders.text->use(); m_shaders.text->set_viewport_size(m_width, m_height); m_columns = m_width / m_font.get_advance(); if (m_columns < 1) m_columns = 1; m_rows = (m_height + m_font.get_line_height() - 1) / m_font.get_line_height(); } void Window::redraw() { glClearColor (0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); m_shaders.text->use(); int advance = m_font.get_advance(); int line_height = m_font.get_line_height(); int x = 0; int y = m_height - line_height; for (PieceTable::Piece * piece = m_start_piece; piece != m_buffer->piece_table->end_piece; piece = piece->next) { for (int i = 0, len = piece->length; i < len; i++) { uint8_t c = piece->start[i]; auto g = m_font.get_glyph(c); m_shaders.text->set_position(x, y); g->render(); if ((i + 1) % m_columns == 0) { y -= line_height; x = 0; } else { x += advance; } } if (piece->eol()) { y -= line_height; x = 0; } if (y + line_height < 0) { break; } } SDL_GL_SwapWindow(m_window); }