#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_shaders.flat = std::make_shared(); GLint cursor_bounds[] = {0, 0, m_font.get_advance(), 0, m_font.get_advance(), m_font.get_line_height(), 0, m_font.get_line_height()}; m_cursor_array = glcxx::Array::create(); m_cursor_array->bind(); m_cursor_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, cursor_bounds, sizeof(cursor_bounds)); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0); m_buffer = buffer; m_cursor = m_buffer->piece_table->add_cursor(); m_start_piece = m_buffer->piece_table->start_piece->next; m_cursor_row = 0; m_scroll_offset = 5; 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_H: cursor_move(CURSOR_LEFT); break; case SDL_SCANCODE_J: cursor_move(CURSOR_DOWN); break; case SDL_SCANCODE_K: cursor_move(CURSOR_UP); break; case SDL_SCANCODE_L: cursor_move(CURSOR_RIGHT); break; } } void Window::cursor_move(int which) { bool success = false; int current_row_offset = m_cursor->column / m_columns; int row_offset = 0; switch (which) { case CURSOR_LEFT: success = m_cursor->go_left(1); break; case CURSOR_RIGHT: success = m_cursor->go_right(1); break; case CURSOR_UP: success = m_cursor->go_up(1, m_cursor->column); break; case CURSOR_DOWN: success = m_cursor->go_down(1, m_cursor->column); break; } if (success) { switch (which) { case CURSOR_LEFT: case CURSOR_RIGHT: row_offset = m_cursor->column / m_columns - current_row_offset; break; case CURSOR_UP: { PieceTable::Cursor c = *m_cursor; c.go_end_of_line(); row_offset = m_cursor->column / m_columns - c.column / m_columns - 1 - current_row_offset; } break; case CURSOR_DOWN: { PieceTable::Cursor c = *m_cursor; c.go_up(1, 0u); c.go_end_of_line(); row_offset = c.column / m_columns - current_row_offset + 1 + m_cursor->column / m_columns; } break; } update_cursor_row(m_cursor_row + row_offset); redraw(); } } void Window::update_cursor_row(int cursor_row) { m_cursor_row = std::max(m_scroll_offset, std::min(m_rows - m_scroll_offset - 1, cursor_row)); } std::pair Window::calculate_start_position() { m_cursor_row = std::min(m_cursor_row, m_rows - 1); int row = m_cursor_row - m_cursor->column / m_columns; PieceTable::Cursor cursor = *m_cursor; cursor.go_start_of_line(); while (row > 0) { if (cursor.go_up(1, 0u)) { PieceTable::Cursor c = cursor; c.go_end_of_line(); row -= c.column / m_columns + 1; } else { m_cursor_row -= row; row = 0; } } return std::pair(row, cursor); } void Window::draw_text() { auto start_position = calculate_start_position(); int row = start_position.first; PieceTable::Cursor cursor = start_position.second; for (;;) { int row_offset = cursor.column / m_columns; int screen_row = row + row_offset; if (screen_row >= m_rows) break; int screen_column = cursor.column % m_columns; if (cursor == *m_cursor) draw_cursor(screen_column, screen_row); if (screen_row >= 0) { uint32_t character = *cursor; if (character != 0xFFFFFFFFu) draw_character(screen_column, screen_row, character); } if (!cursor.go_right(1)) { if (!cursor.go_down(1, 0)) break; row = screen_row + 1; } } } void Window::draw_character(int screen_column, int screen_row, uint32_t character) { m_shaders.text->use(); int advance = m_font.get_advance(); int line_height = m_font.get_line_height(); int x = screen_column * advance; int y = m_height - (screen_row + 1) * line_height; auto g = m_font.get_glyph(character); m_shaders.text->set_position(x, y + m_font.get_baseline_offset()); g->render(); } 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_shaders.flat->use(); m_shaders.flat->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); draw_text(); SDL_GL_SwapWindow(m_window); } void Window::draw_cursor(int screen_column, int screen_row) { int advance = m_font.get_advance(); int line_height = m_font.get_line_height(); int x = screen_column * advance; int y = m_height - (screen_row + 1) * line_height; m_cursor_array->bind(); m_shaders.flat->use(); m_shaders.flat->set_color(1.0, 0.2, 1.0, 1.0); m_shaders.flat->set_position(x, y); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); }