doom3-bfg/neo/tools/compilers/main.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
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#include "precompiled.h"
#pragma hdrstop
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#include "../sys/sys_local.h"
#include "../framework/EventLoop.h"
#include "../framework/DeclManager.h"
#include <direct.h>
#include <io.h>
#include "imtui/imtui.h"
#include "imtui/imtui-impl-ncurses.h"
#include "imtui/imtui-demo.h"
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idEventLoop* eventLoop;
//-----------------------------------------------------------------------------
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
//-----------------------------------------------------------------------------
// Usage:
// static ExampleAppLog my_log;
// my_log.AddLog("Hello %d world\n", 123);
// my_log.Draw("title");
struct ExampleAppLog
{
ImGuiTextBuffer Buf;
ImGuiTextFilter Filter;
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
bool AutoScroll; // Keep scrolling if already at the bottom
ExampleAppLog()
{
AutoScroll = true;
Clear();
}
void Clear()
{
Buf.clear();
LineOffsets.clear();
LineOffsets.push_back( 0 );
}
void AddLog( const char* fmt, ... ) IM_FMTARGS( 2 )
{
int old_size = Buf.size();
va_list args;
va_start( args, fmt );
Buf.appendfv( fmt, args );
va_end( args );
for( int new_size = Buf.size(); old_size < new_size; old_size++ )
if( Buf[old_size] == '\n' )
{
LineOffsets.push_back( old_size + 1 );
}
}
void Draw( const char* title, bool* p_open = NULL )
{
if( !ImGui::Begin( title, p_open ) )
{
ImGui::End();
return;
}
// Options menu
if( ImGui::BeginPopup( "Options" ) )
{
ImGui::Checkbox( "Auto-scroll", &AutoScroll );
ImGui::EndPopup();
}
// Main window
if( ImGui::Button( "Options" ) )
{
ImGui::OpenPopup( "Options" );
}
ImGui::SameLine();
bool clear = ImGui::Button( "Clear" );
ImGui::SameLine();
bool copy = ImGui::Button( "Copy" );
ImGui::SameLine();
Filter.Draw( "Filter", -100.0f );
ImGui::Separator();
ImGui::BeginChild( "scrolling", ImVec2( 0, 0 ), false, ImGuiWindowFlags_HorizontalScrollbar );
if( clear )
{
Clear();
}
if( copy )
{
ImGui::LogToClipboard();
}
ImGui::PushStyleVar( ImGuiStyleVar_ItemSpacing, ImVec2( 0, 0 ) );
const char* buf = Buf.begin();
const char* buf_end = Buf.end();
if( Filter.IsActive() )
{
// In this example we don't use the clipper when Filter is enabled.
// This is because we don't have a random access on the result on our filter.
// A real application processing logs with ten of thousands of entries may want to store the result of search/filter.
// especially if the filtering function is not trivial (e.g. reg-exp).
for( int line_no = 0; line_no < LineOffsets.Size; line_no++ )
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = ( line_no + 1 < LineOffsets.Size ) ? ( buf + LineOffsets[line_no + 1] - 1 ) : buf_end;
if( Filter.PassFilter( line_start, line_end ) )
{
ImGui::TextUnformatted( line_start, line_end );
}
}
}
else
{
// The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
// Here we instead demonstrate using the clipper to only process lines that are within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
// both of which we can handle since we an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
// Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
ImGuiListClipper clipper;
clipper.Begin( LineOffsets.Size );
while( clipper.Step() )
{
for( int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++ )
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = ( line_no + 1 < LineOffsets.Size ) ? ( buf + LineOffsets[line_no + 1] - 1 ) : buf_end;
ImGui::TextUnformatted( line_start, line_end );
}
}
clipper.End();
}
ImGui::PopStyleVar();
if( AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY() )
{
ImGui::SetScrollHereY( 1.0f );
}
ImGui::EndChild();
ImGui::End();
}
};
static ExampleAppLog tuiLog;
#define MAXPRINTMSG 4096
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#define STDIO_PRINT( pre, post ) \
char msg[MAXPRINTMSG]; \
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va_list argptr; \
va_start( argptr, fmt ); \
idStr::vsnPrintf( msg, MAXPRINTMSG - 1, fmt, argptr ); \
msg[ sizeof( msg ) - 1 ] = '\0'; \
va_end( argptr ); \
Sys_DebugPrintf( "%s%s%s", pre, msg, post ); \
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//idCVar com_developer( "developer", "0", CVAR_BOOL|CVAR_SYSTEM, "developer mode" );
idCVar com_productionMode( "com_productionMode", "0", CVAR_SYSTEM | CVAR_BOOL, "0 - no special behavior, 1 - building a production build, 2 - running a production build" );
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/*
==============================================================
idSys
==============================================================
*/
/*
==============
Sys_DebugPrintf
==============
*/
void Sys_DebugPrintf( const char* fmt, ... )
{
char msg[MAXPRINTMSG];
va_list argptr;
va_start( argptr, fmt );
idStr::vsnPrintf( msg, MAXPRINTMSG - 1, fmt, argptr );
msg[ sizeof( msg ) - 1 ] = '\0';
va_end( argptr );
printf( msg );
OutputDebugString( msg );
tuiLog.AddLog( "%s", msg );
}
/*
==============
Sys_DebugVPrintf
==============
*/
void Sys_DebugVPrintf( const char* fmt, va_list arg )
{
char msg[MAXPRINTMSG];
idStr::vsnPrintf( msg, MAXPRINTMSG - 1, fmt, arg );
msg[ sizeof( msg ) - 1 ] = '\0';
printf( msg );
OutputDebugString( msg );
tuiLog.AddLog( "%s", msg );
}
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/*
==============
Sys_Mkdir
==============
*/
void Sys_Mkdir( const char* path )
{
_mkdir( path );
}
/*
========================
Sys_Rmdir
========================
*/
bool Sys_Rmdir( const char* path )
{
return _rmdir( path ) == 0;
}
/*
==============
Sys_EXEPath
==============
*/
const char* Sys_EXEPath()
{
static char exe[MAX_OSPATH];
GetModuleFileName( NULL, exe, sizeof( exe ) - 1 );
return exe;
}
/*
==============
Sys_ListFiles
==============
*/
int Sys_ListFiles( const char* directory, const char* extension, idStrList& list )
{
idStr search;
struct _finddata_t findinfo;
// RB: 64 bit fixes, changed int to intptr_t
intptr_t findhandle;
// RB end
int flag;
if( !extension )
{
extension = "";
}
// passing a slash as extension will find directories
if( extension[0] == '/' && extension[1] == 0 )
{
extension = "";
flag = 0;
}
else
{
flag = _A_SUBDIR;
}
sprintf( search, "%s\\*%s", directory, extension );
// search
list.Clear();
findhandle = _findfirst( search, &findinfo );
if( findhandle == -1 )
{
return -1;
}
do
{
if( flag ^ ( findinfo.attrib & _A_SUBDIR ) )
{
list.Append( findinfo.name );
}
}
while( _findnext( findhandle, &findinfo ) != -1 );
_findclose( findhandle );
return list.Num();
}
int idEventLoop::JournalLevel() const
{
return 0;
}
/*
========================
Sys_IsFolder
========================
*/
sysFolder_t Sys_IsFolder( const char* path )
{
struct _stat buffer;
if( _stat( path, &buffer ) < 0 )
{
return FOLDER_ERROR;
}
return ( buffer.st_mode & _S_IFDIR ) != 0 ? FOLDER_YES : FOLDER_NO;
}
const char* Sys_DefaultSavePath()
{
return "";
}
const char* Sys_Lang( int )
{
return "";
}
/*
=================
Sys_FileTimeStamp
=================
*/
ID_TIME_T Sys_FileTimeStamp( idFileHandle fp )
{
FILETIME writeTime;
GetFileTime( fp, NULL, NULL, &writeTime );
/*
FILETIME = number of 100-nanosecond ticks since midnight
1 Jan 1601 UTC. time_t = number of 1-second ticks since
midnight 1 Jan 1970 UTC. To translate, we subtract a
FILETIME representation of midnight, 1 Jan 1970 from the
time in question and divide by the number of 100-ns ticks
in one second.
*/
SYSTEMTIME base_st =
{
1970, // wYear
1, // wMonth
0, // wDayOfWeek
1, // wDay
0, // wHour
0, // wMinute
0, // wSecond
0 // wMilliseconds
};
FILETIME base_ft;
SystemTimeToFileTime( &base_st, &base_ft );
LARGE_INTEGER itime;
itime.QuadPart = reinterpret_cast<LARGE_INTEGER&>( writeTime ).QuadPart;
itime.QuadPart -= reinterpret_cast<LARGE_INTEGER&>( base_ft ).QuadPart;
itime.QuadPart /= 10000000LL;
return itime.QuadPart;
}
/*
================
Sys_GetClockTicks
================
*/
double Sys_GetClockTicks()
{
LARGE_INTEGER li;
QueryPerformanceCounter( &li );
return ( double ) li.LowPart + ( double ) 0xFFFFFFFF * li.HighPart;
}
/*
================
Sys_ClockTicksPerSecond
================
*/
double Sys_ClockTicksPerSecond()
{
static double ticks = 0;
if( !ticks )
{
LARGE_INTEGER li;
QueryPerformanceFrequency( &li );
ticks = li.QuadPart;
}
return ticks;
}
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/*
==============
Sys_Cwd
==============
*/
const char* Sys_Cwd()
{
static char cwd[MAX_OSPATH];
_getcwd( cwd, sizeof( cwd ) - 1 );
cwd[MAX_OSPATH - 1] = 0;
return cwd;
}
/*
==============
Sys_DefaultBasePath
==============
*/
const char* Sys_DefaultBasePath()
{
return Sys_Cwd();
}
int Sys_NumLangs()
{
return 0;
}
/*
================
Sys_Milliseconds
================
*/
int Sys_Milliseconds()
{
static DWORD sys_timeBase = timeGetTime();
return timeGetTime() - sys_timeBase;
}
class idSysCmdline : public idSys
{
public:
virtual void DebugPrintf( VERIFY_FORMAT_STRING const char* fmt, ... )
{
va_list argptr;
va_start( argptr, fmt );
Sys_DebugVPrintf( fmt, argptr );
va_end( argptr );
}
virtual void DebugVPrintf( const char* fmt, va_list arg )
{
Sys_DebugVPrintf( fmt, arg );
}
virtual double GetClockTicks()
{
return Sys_GetClockTicks();
}
virtual double ClockTicksPerSecond()
{
return Sys_ClockTicksPerSecond();
}
virtual cpuid_t GetProcessorId()
{
return CPUID_NONE;
}
virtual const char* GetProcessorString()
{
return NULL;
}
virtual const char* FPU_GetState()
{
return NULL;
}
virtual bool FPU_StackIsEmpty()
{
return NULL;
}
virtual void FPU_SetFTZ( bool enable ) {}
virtual void FPU_SetDAZ( bool enable ) {}
virtual void FPU_EnableExceptions( int exceptions ) {}
virtual bool LockMemory( void* ptr, int bytes )
{
return false;
}
virtual bool UnlockMemory( void* ptr, int bytes )
{
return false;
}
virtual int DLL_Load( const char* dllName )
{
return 0;
}
virtual void* DLL_GetProcAddress( int dllHandle, const char* procName )
{
return NULL;
}
virtual void DLL_Unload( int dllHandle ) {}
virtual void DLL_GetFileName( const char* baseName, char* dllName, int maxLength ) {}
virtual sysEvent_t GenerateMouseButtonEvent( int button, bool down )
{
sysEvent_t ev;
ev.evType = SE_NONE;
return ev;
}
virtual sysEvent_t GenerateMouseMoveEvent( int deltax, int deltay )
{
sysEvent_t ev;
ev.evType = SE_NONE;
return ev;
}
virtual void OpenURL( const char* url, bool quit ) {}
virtual void StartProcess( const char* exeName, bool quit ) {}
};
idSysCmdline idSysLocal;
idSys* sys = &idSysLocal;
/*
==============================================================
idCommon
==============================================================
*/
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class idCommonLocal : public idCommon
{
private:
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public:
bool com_refreshOnPrint = true; // update the screen every print for dmap
ImTui::TScreen* screen;
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// Initialize everything.
// if the OS allows, pass argc/argv directly (without executable name)
// otherwise pass the command line in a single string (without executable name)
virtual void Init( int argc, const char* const* argv, const char* cmdline ) { };
// Shuts down everything.
virtual void Shutdown() {}
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virtual bool IsShuttingDown() const
{
return false;
};
virtual void CreateMainMenu() {}
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// Shuts down everything.
virtual void Quit() {}
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// Returns true if common initialization is complete.
virtual bool IsInitialized() const
{
return true;
};
// Called repeatedly as the foreground thread for rendering and game logic.
virtual void Frame() {}
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// Redraws the screen, handling games, guis, console, etc
// in a modal manner outside the normal frame loop
virtual void UpdateScreen( bool captureToImage, bool releaseMouse = true );
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virtual void UpdateLevelLoadPacifier() {}
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// Checks for and removes command line "+set var arg" constructs.
// If match is NULL, all set commands will be executed, otherwise
// only a set with the exact name.
virtual void StartupVariable( const char* match ) {}
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// Begins redirection of console output to the given buffer.
virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) { };
// Stops redirection of console output.
virtual void EndRedirect() {}
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// Update the screen with every message printed.
virtual void SetRefreshOnPrint( bool set )
{
com_refreshOnPrint = set;
}
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virtual void Printf( const char* fmt, ... )
{
STDIO_PRINT( "", "" );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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}
virtual void VPrintf( const char* fmt, va_list arg )
{
Sys_DebugVPrintf( fmt, arg );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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}
virtual void DPrintf( const char* fmt, ... )
{
STDIO_PRINT( "", "" );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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}
virtual void Warning( const char* fmt, ... )
{
STDIO_PRINT( "WARNING: ", "\n" );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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}
virtual void DWarning( const char* fmt, ... )
{
STDIO_PRINT( "WARNING: ", "\n" );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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}
// Prints all queued warnings.
virtual void PrintWarnings() {}
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// Removes all queued warnings.
virtual void ClearWarnings( const char* reason ) {}
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virtual void Error( const char* fmt, ... )
{
STDIO_PRINT( "ERROR: ", "\n" );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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exit( 0 );
}
virtual void FatalError( const char* fmt, ... )
{
STDIO_PRINT( "FATAL ERROR: ", "\n" );
if( com_refreshOnPrint )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
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exit( 0 );
}
// Returns key bound to the command
virtual const char* KeysFromBinding( const char* bind )
{
return NULL;
};
// Returns the binding bound to the key
virtual const char* BindingFromKey( const char* key )
{
return NULL;
};
// Directly sample a button.
virtual int ButtonState( int key )
{
return 0;
};
// Directly sample a keystate.
virtual int KeyState( int key )
{
return 0;
};
// Returns true if a multiplayer game is running.
// CVars and commands are checked differently in multiplayer mode.
virtual bool IsMultiplayer()
{
return false;
};
virtual bool IsServer()
{
return false;
};
virtual bool IsClient()
{
return false;
};
// Returns true if the player has ever enabled the console
virtual bool GetConsoleUsed()
{
return false;
};
// Returns the rate (in ms between snaps) that we want to generate snapshots
virtual int GetSnapRate()
{
return 0;
};
virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) { };
virtual void NetReceiveSnapshot( class idSnapShot& ss ) { };
virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) { };
// Processes the given event.
virtual bool ProcessEvent( const sysEvent_t* event )
{
return false;
};
virtual bool LoadGame( const char* saveName )
{
return false;
};
virtual bool SaveGame( const char* saveName )
{
return false;
};
virtual idGame* Game()
{
return NULL;
};
virtual idRenderWorld* RW()
{
return NULL;
};
virtual idSoundWorld* SW()
{
return NULL;
};
virtual idSoundWorld* MenuSW()
{
return NULL;
};
virtual idSession* Session()
{
return NULL;
};
virtual idCommonDialog& Dialog()
{
static idCommonDialog useless;
return useless;
};
virtual void OnSaveCompleted( idSaveLoadParms& parms ) {}
virtual void OnLoadCompleted( idSaveLoadParms& parms ) {}
virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) {}
virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) {}
virtual void OnDeleteCompleted( idSaveLoadParms& parms ) {}
virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) {}
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virtual void OnStartHosting( idMatchParameters& parms ) {}
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virtual int GetGameFrame()
{
return 0;
};
virtual void LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t* const connectInfo ) { };
virtual void InitializeMPMapsModes() { };
virtual const idStrList& GetModeList() const
{
static idStrList useless;
return useless;
};
virtual const idStrList& GetModeDisplayList() const
{
static idStrList useless;
return useless;
};
virtual const idList<mpMap_t>& GetMapList() const
{
static idList<mpMap_t> useless;
return useless;
};
virtual void ResetPlayerInput( int playerIndex ) {}
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virtual bool JapaneseCensorship() const
{
return false;
};
virtual void QueueShowShell() { }; // Will activate the shell on the next frame.
void InitTool( const toolFlag_t, const idDict*, idEntity* ) {}
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//virtual currentGame_t GetCurrentGame() const {
// return DOOM_CLASSIC;
//};
//virtual void SwitchToGame(currentGame_t newGame) {}
void LoadPacifierBinarizeFilename( const char* filename, const char* reason ) {}
void LoadPacifierBinarizeInfo( const char* info ) {}
void LoadPacifierBinarizeMiplevel( int level, int maxLevel ) {}
void LoadPacifierBinarizeProgress( float progress ) {}
void LoadPacifierBinarizeEnd() { };
// for images in particular we can measure more accurately this way (to deal with mipmaps)
void LoadPacifierBinarizeProgressTotal( int total ) {}
void LoadPacifierBinarizeProgressIncrement( int step ) {}
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};
idCommonLocal commonLocal;
idCommon* common = &commonLocal;
int com_editors = 0;
/*
==============================================================
main
==============================================================
*/
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#if 0
int main( int argc, char** argv )
{
idLib::common = common;
idLib::cvarSystem = cvarSystem;
idLib::fileSystem = fileSystem;
idLib::sys = sys;
idLib::Init();
cmdSystem->Init();
cvarSystem->Init();
idCVar::RegisterStaticVars();
// set cvars before filesystem init to use mod paths
idCmdArgs args;
for( int i = 0; i < argc; i++ )
{
if( idStr::Icmp( argv[ i ], "+set" ) == 0 )
{
if( ( i + 2 ) < argc )
{
cvarSystem->SetCVarString( argv[ i + 1 ], argv[ i + 2 ] );
}
i += 2;
}
else
{
args.AppendArg( argv[i] );
}
}
fileSystem->Init();
declManager->InitTool();
Dmap_f( args );
return 0;
}
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#elif 1
#include <array>
#include <map>
#include <vector>
#include <string>
#include <functional>
namespace UI
{
enum class WindowContent : int
{
Top,
//Best,
Show,
Ask,
New,
Count,
};
enum class ColorScheme : int
{
Default,
Dark,
Green,
COUNT,
};
std::map<WindowContent, std::string> kContentStr =
{
{ WindowContent::Top, "Top" },
//{ WindowContent::Best, "Best" },
{ WindowContent::Show, "Show" },
{ WindowContent::Ask, "Ask" },
{ WindowContent::New, "New" },
};
struct WindowData
{
WindowContent content;
bool showComments = false;
//HN::ItemId selectedStoryId = 0;
int hoveredStoryId = 0;
int hoveredCommentId = 0;
int maxStories = 10;
};
struct State
{
int hoveredWindowId = 0;
int statusWindowHeight = 4;
ColorScheme colorScheme = ColorScheme::Dark;
bool showHelpWelcome = false;
bool showHelpModal = false;
bool showStatusWindow = true;
int nWindows = 1;
char statusWindowHeader[512];
idStrStatic<512> statusActiveTool;
std::map<int, bool> collapsed;
void ChangeColorScheme( bool inc = true )
{
if( inc )
{
colorScheme = ( ColorScheme )( ( ( int ) colorScheme + 1 ) % ( ( int )ColorScheme::COUNT ) );
}
ImVec4* colors = ImGui::GetStyle().Colors;
switch( colorScheme )
{
case ColorScheme::Default:
{
colors[ImGuiCol_Text] = ImVec4( 0.00f, 0.00f, 0.00f, 1.00f );
colors[ImGuiCol_TextDisabled] = ImVec4( 0.60f, 0.60f, 0.60f, 1.00f );
colors[ImGuiCol_WindowBg] = ImVec4( 0.96f, 0.96f, 0.94f, 1.00f );
colors[ImGuiCol_TitleBg] = ImVec4( 1.00f, 0.40f, 0.00f, 1.00f );
colors[ImGuiCol_TitleBgActive] = ImVec4( 1.00f, 0.40f, 0.00f, 1.00f );
colors[ImGuiCol_TitleBgCollapsed] = ImVec4( 0.69f, 0.25f, 0.00f, 1.00f );
colors[ImGuiCol_ChildBg] = ImVec4( 0.96f, 0.96f, 0.94f, 1.00f );
colors[ImGuiCol_PopupBg] = ImVec4( 0.96f, 0.96f, 0.94f, 1.00f );
colors[ImGuiCol_ModalWindowDimBg] = ImVec4( 0.00f, 0.00f, 0.00f, 0.00f );
}
break;
case ColorScheme::Dark:
{
colors[ImGuiCol_Text] = ImVec4( 1.00f, 1.00f, 1.00f, 1.00f );
colors[ImGuiCol_TextDisabled] = ImVec4( 0.60f, 0.60f, 0.60f, 1.00f );
colors[ImGuiCol_WindowBg] = ImVec4( 0.10f, 0.10f, 0.10f, 1.00f );
colors[ImGuiCol_TitleBg] = ImVec4( 1.00f, 0.40f, 0.00f, 0.50f );
colors[ImGuiCol_TitleBgActive] = ImVec4( 1.00f, 0.40f, 0.00f, 0.50f );
colors[ImGuiCol_TitleBgCollapsed] = ImVec4( 0.69f, 0.25f, 0.00f, 0.50f );
colors[ImGuiCol_ChildBg] = ImVec4( 0.10f, 0.10f, 0.10f, 1.00f );
colors[ImGuiCol_PopupBg] = ImVec4( 0.20f, 0.20f, 0.20f, 1.00f );
colors[ImGuiCol_ModalWindowDimBg] = ImVec4( 0.00f, 0.00f, 0.00f, 0.00f );
}
break;
case ColorScheme::Green:
{
colors[ImGuiCol_Text] = ImVec4( 0.00f, 1.00f, 0.00f, 1.00f );
colors[ImGuiCol_TextDisabled] = ImVec4( 0.60f, 0.60f, 0.60f, 1.00f );
colors[ImGuiCol_WindowBg] = ImVec4( 0.10f, 0.10f, 0.10f, 1.00f );
colors[ImGuiCol_TitleBg] = ImVec4( 0.25f, 0.25f, 0.25f, 1.00f );
colors[ImGuiCol_TitleBgActive] = ImVec4( 0.25f, 0.25f, 0.25f, 1.00f );
colors[ImGuiCol_TitleBgCollapsed] = ImVec4( 0.50f, 1.00f, 0.50f, 1.00f );
colors[ImGuiCol_ChildBg] = ImVec4( 0.10f, 0.10f, 0.10f, 1.00f );
colors[ImGuiCol_PopupBg] = ImVec4( 0.00f, 0.00f, 0.00f, 1.00f );
colors[ImGuiCol_ModalWindowDimBg] = ImVec4( 0.00f, 0.00f, 0.00f, 0.00f );
}
break;
default:
{
}
}
}
std::array<WindowData, 3> windows { {
{
WindowContent::Top,
false,
0, 0, 10,
},
{
WindowContent::Show,
false,
0, 0, 10,
},
{
WindowContent::New,
false,
0, 0, 10,
},
} };
};
}
// UI state
UI::State stateUI;
void ShowExampleAppConsole( bool* p_open );
void idCommonLocal::UpdateScreen( bool captureToImage, bool releaseMouse )
{
bool demo = true;
bool conOpen = true;
ImTui_ImplNcurses_NewFrame();
ImTui_ImplText_NewFrame();
ImGui::NewFrame();
{
auto wSize = ImGui::GetIO().DisplaySize;
wSize.x /= stateUI.nWindows;
if( stateUI.showStatusWindow )
{
wSize.y -= stateUI.statusWindowHeight;
}
wSize.x = int( wSize.x );
ImGui::SetNextWindowPos( ImVec2( 0, 0 ), ImGuiCond_Always );
if( 0 < stateUI.nWindows - 1 )
{
wSize.x -= 1.1;
}
ImGui::SetNextWindowSize( wSize, ImGuiCond_Always );
}
idStr title = va( "RBDMAP version %s %s", ENGINE_VERSION, BUILD_STRING );
//std::string title = "RBDMAP " + UI::kContentStr[window.content] + ")##" + std::to_string( windowId );
ImGui::Begin( title.c_str(), nullptr,
ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoScrollbar );
ImGui::BeginChild( "Current Log:", ImVec2( 0, 0 ), false, ImGuiWindowFlags_None );
// For the demo: add a debug button _BEFORE_ the normal log window contents
// We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.
// Most of the contents of the window will be added by the log.Draw() call.
ImGui::SetNextWindowPos( ImVec2( 20, 14 ), ImGuiCond_FirstUseEver );
ImGui::SetNextWindowSize( ImVec2( 100, 30 ), ImGuiCond_FirstUseEver );
//ImGui::Begin( "Example: Log", &conOpen );
//ImGui::End();
// Actually call in the regular Log helper (which will Begin() into the same window as we just did)
tuiLog.Draw( "Current Log:", &conOpen );
ImGui::EndChild();
//ShowExampleAppConsole( &conOpen );
//ImTui::ShowDemoWindow( &demo );
ImGui::End();
{
auto wSize = ImGui::GetIO().DisplaySize;
ImGui::SetNextWindowPos( ImVec2( 0, wSize.y - stateUI.statusWindowHeight ), ImGuiCond_Always );
ImGui::SetNextWindowSize( ImVec2( wSize.x, stateUI.statusWindowHeight ), ImGuiCond_Always );
}
snprintf( stateUI.statusWindowHeader, 512, "Status %s |", stateUI.statusActiveTool.c_str() );
ImGui::Begin( stateUI.statusWindowHeader, nullptr,
ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove );
//ImGui::Text( " API requests : %d / %d B (next update in %d s)", stateHN.nFetches, ( int ) stateHN.totalBytesDownloaded, stateHN.nextUpdate );
ImGui::Text( " Last API request : " );
ImGui::Text( " Source code : https://github.com/RobertBeckebans/RBDOOM-3-BFG" );
ImGui::End();
ImGui::Render();
ImTui_ImplText_RenderDrawData( ImGui::GetDrawData(), screen );
ImTui_ImplNcurses_DrawScreen();
}
int main( int argc, char** argv )
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
commonLocal.screen = ImTui_ImplNcurses_Init( true );
ImTui_ImplText_Init();
stateUI.ChangeColorScheme( false );
common->Printf( "Test log print\n" );
idLib::common = common;
idLib::cvarSystem = cvarSystem;
idLib::fileSystem = fileSystem;
idLib::sys = sys;
idLib::Init();
cmdSystem->Init();
cvarSystem->Init();
idCVar::RegisterStaticVars();
// set cvars before filesystem init to use mod paths
idCmdArgs args;
for( int i = 0; i < argc; i++ )
{
if( idStr::Icmp( argv[ i ], "+set" ) == 0 )
{
if( ( i + 2 ) < argc )
{
cvarSystem->SetCVarString( argv[ i + 1 ], argv[ i + 2 ] );
}
i += 2;
}
else
{
args.AppendArg( argv[i] );
}
}
fileSystem->Init();
declManager->InitTool();
Dmap_f( args );
#if 0
while( true )
{
bool captureToImage = false;
common->UpdateScreen( captureToImage );
}
#endif
ImTui_ImplText_Shutdown();
ImTui_ImplNcurses_Shutdown();
return 0;
}
2024-06-20 18:31:05 +00:00
#else
#include "imtui/imtui.h"
#include "imtui/imtui-impl-ncurses.h"
#include "imtui/imtui-demo.h"
int main()
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
auto screen = ImTui_ImplNcurses_Init( true );
ImTui_ImplText_Init();
bool demo = true;
int nframes = 0;
float fval = 1.23f;
while( true )
{
ImTui_ImplNcurses_NewFrame();
ImTui_ImplText_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos( ImVec2( 4, 27 ), ImGuiCond_Once );
ImGui::SetNextWindowSize( ImVec2( 50.0, 10.0 ), ImGuiCond_Once );
ImGui::Begin( "Hello, world!" );
ImGui::Text( "NFrames = %d", nframes++ );
ImGui::Text( "Mouse Pos : x = %g, y = %g", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y );
ImGui::Text( "Time per frame %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate );
ImGui::Text( "Float:" );
ImGui::SameLine();
ImGui::SliderFloat( "##float", &fval, 0.0f, 10.0f );
#ifndef __EMSCRIPTEN__
ImGui::Text( "%s", "" );
if( ImGui::Button( "Exit program", { ImGui::GetContentRegionAvail().x, 2 } ) )
{
break;
}
#endif
ImGui::End();
ImTui::ShowDemoWindow( &demo );
ImGui::Render();
ImTui_ImplText_RenderDrawData( ImGui::GetDrawData(), screen );
ImTui_ImplNcurses_DrawScreen();
}
ImTui_ImplText_Shutdown();
ImTui_ImplNcurses_Shutdown();
return 0;
}
#endif