/* =========================================================================== 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 . 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. =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "../sys/sys_local.h" #include "../framework/EventLoop.h" #include "../framework/DeclManager.h" #include #include #include "imtui/imtui.h" #include "imtui/imtui-impl-ncurses.h" #include "imtui/imtui-demo.h" 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 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 #define STDIO_PRINT( pre, post ) \ 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 ); \ Sys_DebugPrintf( "%s%s%s", pre, msg, post ); \ //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" ); /* ============================================================== 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 ); } /* ============== 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( writeTime ).QuadPart; itime.QuadPart -= reinterpret_cast( 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; } /* ============== 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 ============================================================== */ class idCommonLocal : public idCommon { private: public: bool com_refreshOnPrint = true; // update the screen every print for dmap ImTui::TScreen* screen; // 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() {} virtual bool IsShuttingDown() const { return false; }; virtual void CreateMainMenu() {} // Shuts down everything. virtual void Quit() {} // 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() {} // 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 ); virtual void UpdateLevelLoadPacifier() {} // 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 ) {} // 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() {} // Update the screen with every message printed. virtual void SetRefreshOnPrint( bool set ) { com_refreshOnPrint = set; } virtual void Printf( const char* fmt, ... ) { STDIO_PRINT( "", "" ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } } virtual void VPrintf( const char* fmt, va_list arg ) { Sys_DebugVPrintf( fmt, arg ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } } virtual void DPrintf( const char* fmt, ... ) { STDIO_PRINT( "", "" ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } } virtual void Warning( const char* fmt, ... ) { STDIO_PRINT( "WARNING: ", "\n" ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } } virtual void DWarning( const char* fmt, ... ) { STDIO_PRINT( "WARNING: ", "\n" ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } } // Prints all queued warnings. virtual void PrintWarnings() {} // Removes all queued warnings. virtual void ClearWarnings( const char* reason ) {} virtual void Error( const char* fmt, ... ) { STDIO_PRINT( "ERROR: ", "\n" ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } exit( 0 ); } virtual void FatalError( const char* fmt, ... ) { STDIO_PRINT( "FATAL ERROR: ", "\n" ); if( com_refreshOnPrint ) { bool captureToImage = false; common->UpdateScreen( captureToImage ); } 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 ) {} virtual void OnStartHosting( idMatchParameters& parms ) {} 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& GetMapList() const { static idList useless; return useless; }; virtual void ResetPlayerInput( int playerIndex ) {} 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* ) {} //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 ) {} }; idCommonLocal commonLocal; idCommon* common = &commonLocal; int com_editors = 0; /* ============================================================== main ============================================================== */ #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; } #elif 1 #include #include #include #include #include namespace UI { enum class WindowContent : int { Top, //Best, Show, Ask, New, Count, }; enum class ColorScheme : int { Default, Dark, Green, COUNT, }; std::map 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 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 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; } #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