add first ui input elements and in-game logging
This commit is contained in:
parent
3dbf4f2255
commit
61a3d20dad
2 changed files with 260 additions and 29 deletions
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@ -4,8 +4,6 @@
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#include <backends/imgui_impl_sdlrenderer.h>
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#include <SDL.h>
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#include <array>
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#include <cstdio>
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#include <cstdlib>
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#include <type_traits>
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#include <vector>
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@ -21,9 +19,10 @@ void dp_sdl_fatal(const char *const msg)
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struct DoomState
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{
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bool alive = false; // FIXME for testing only
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};
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static_assert(std::is_trivial<DoomState>::value, "DoomState must be a trivial type");
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static_assert(std::is_trivially_copyable<DoomState>::value, "DoomState must be a trivially copyable type");
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struct ControllerContext
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{
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@ -33,9 +32,37 @@ struct ControllerContext
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SDL_Renderer *renderer;
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std::vector<DoomState> dooms;
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bool quit = false;
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ExampleAppLog appLog;
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int columns = 4;
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};
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void show_ui(ControllerContext *ctx)
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struct ControllerActions
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{
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int doomsToSpawn = 0;
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};
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void spawn_doom(ControllerContext &ctx)
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{
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size_t nextId = ctx.dooms.size();
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DoomState ds;
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ds.alive = true;
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ctx.dooms.emplace_back(ds);
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}
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void perform_actions(ControllerContext &ctx, const ControllerActions &actions)
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{
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if (actions.doomsToSpawn)
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{
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log_info("Spawning %d new dooms", actions.doomsToSpawn);
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for (int i=0; i<actions.doomsToSpawn; ++i)
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spawn_doom(ctx);
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}
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}
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ControllerActions run_ui(ControllerContext &ctx)
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{
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#ifndef IMGUI_DISABLE_DEBUG_TOOLS
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const bool has_debug_tools = true;
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@ -44,6 +71,7 @@ void show_ui(ControllerContext *ctx)
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#endif
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static bool show_app_metrics = false;
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static bool show_app_debug_log = false;
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static bool show_log_window = true;
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if (show_app_metrics)
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ImGui::ShowMetricsWindow(&show_app_metrics);
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@ -51,32 +79,39 @@ void show_ui(ControllerContext *ctx)
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ImGui::ShowDebugLogWindow(&show_app_debug_log);
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const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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if (show_log_window)
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{
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ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 666, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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ctx.appLog.Draw("log");
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}
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ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 20, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 340), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(420, 340), ImGuiCond_FirstUseEver);
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
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static std::array<char, 1024> strbuf;
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auto &io = ImGui::GetIO();
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std::array<char, 1024> windowTitle;
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std::snprintf(windowTitle.data(), windowTitle.size(),
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"doompanning - #dooms=%zu, %.2f ms/frame (%.1f fps)###doompanning",
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0ul, 1000.0f / io.Framerate, io.Framerate);
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aprintf(strbuf, "doompanning - #dooms=%zu, %.2f ms/frame (%.1f fps)###doompanning",
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ctx.dooms.size(), 1000.0f / io.Framerate, io.Framerate);
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// Main body of the doompanning window starts here.
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if (!ImGui::Begin(windowTitle.data(), nullptr, window_flags))
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if (!ImGui::Begin(strbuf.data(), nullptr, window_flags))
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{
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// Early out if the window is collapsed, as an optimization.
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ImGui::End();
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return;
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return {};
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}
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
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// Menu Bar
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Menu"))
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{
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ImGui::MenuItem("Quit", "Ctrl+Q", &ctx->quit, true);
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ImGui::MenuItem("Log Window", nullptr, &show_log_window);
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ImGui::MenuItem("Quit", "Ctrl+Q", &ctx.quit, true);
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ImGui::EndMenu();
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}
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@ -90,15 +125,32 @@ void show_ui(ControllerContext *ctx)
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ImGui::EndMenuBar();
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}
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// Window contents
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ControllerActions result = {};
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static int doomsToSpawn = 1;
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ImGui::PushItemWidth(ImGui::GetFontSize() * -16); // affects stuff like slider widths
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ImGui::SliderInt("Layout columns##columns", &ctx.columns, 1, 32, "%d", ImGuiSliderFlags_AlwaysClamp);
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ImGui::SliderInt("##dooms", &doomsToSpawn, 1, 16, "%d", ImGuiSliderFlags_AlwaysClamp);
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aprintf(strbuf, "Spawn %d more doom%s###spawnmore", doomsToSpawn, doomsToSpawn > 1 ? "s" : "");
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if (ImGui::SameLine(); ImGui::Button(strbuf.data()))
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result.doomsToSpawn = doomsToSpawn;
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ImGui::PopItemWidth();
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ImGui::End();
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return result;
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}
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int doom_controller_loop(ControllerContext *ctx)
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int doom_controller_loop(ControllerContext &ctx)
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{
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static constexpr ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ControllerActions actions = {};
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while (!ctx->quit)
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while (!ctx.quit)
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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@ -106,41 +158,64 @@ int doom_controller_loop(ControllerContext *ctx)
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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ctx->quit = true;
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ctx.quit = true;
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if (event.type == SDL_WINDOWEVENT
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&& event.window.event == SDL_WINDOWEVENT_CLOSE
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&& event.window.windowID == SDL_GetWindowID(ctx->window))
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&& event.window.windowID == SDL_GetWindowID(ctx.window))
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{
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ctx->quit = true;
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ctx.quit = true;
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}
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}
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// Process input events not consumed by ImGui
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if (auto &io = ImGui::GetIO();
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!io.WantCaptureKeyboard)
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{
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if (io.KeyCtrl && ImGui::IsKeyDown(ImGuiKey_Q))
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{
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ctx.quit = true;
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}
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}
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perform_actions(ctx, actions);
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// Do ImGui things here
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show_ui(ctx);
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actions = run_ui(ctx);
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// Rendering
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ImGui::Render();
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auto [r, g, b, a] = imvec4_to_rgba(clear_color);
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SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
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SDL_RenderClear(ctx->renderer);
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SDL_SetRenderDrawColor(ctx.renderer, r, g, b, a);
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SDL_RenderClear(ctx.renderer);
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ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(ctx->renderer);
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SDL_RenderPresent(ctx.renderer);
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}
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return 0;
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}
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void log_to_context(log_Event *ev)
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{
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auto ctx = reinterpret_cast<ControllerContext *>(ev->udata);
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ctx->appLog.AddLog(ev->fmt, ev->ap);
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}
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int main(int argc, char *argv[])
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{
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(void) argc;
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(void) argv;
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#ifndef NDEBUG
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log_set_level(LOG_TRACE);
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#else
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log_set_level(LOG_DEBUG);
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#endif
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log_info("doompanning ctrl starting");
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER))
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@ -150,7 +225,7 @@ int main(int argc, char *argv[])
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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const auto windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
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const auto windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL;
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auto window = SDL_CreateWindow("doompanning", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, windowFlags);
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if (!window)
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dp_sdl_fatal("SDL_CreateWindow");
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@ -172,16 +247,20 @@ int main(int argc, char *argv[])
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auto pubSock = make_ctrl_pub(CtrlUrl);
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auto subSock = make_ctrl_sub(DoomUrl);
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ControllerContext ctx
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ControllerContext ctx =
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{
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pubSock,
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subSock,
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window,
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renderer,
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{}
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{},
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{},
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{},
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};
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int ret = doom_controller_loop(&ctx);
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log_add_callback(log_to_context, &ctx, LOG_TRACE);
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int ret = doom_controller_loop(ctx);
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nng_close(pubSock);
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nng_close(subSock);
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154
src/dp_util.hpp
154
src/dp_util.hpp
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#ifndef SRC_DP_UTIL_HPP
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#define SRC_DP_UTIL_HPP
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#include <imgui.h>
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#include <array>
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#include <cstdio>
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#include <cstdarg>
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#include <tuple>
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#include <imgui.h>
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#include "dp_types.h"
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inline std::tuple<u8, u8, u8, u8> imvec4_to_rgba(const ImVec4 &color)
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};
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}
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template<size_t Size>
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[[maybe_unused]] const char *aprintf(std::array<char, Size> &buf, const char *fmt, ...)
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{
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std::va_list args;
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va_start(args, fmt);
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std::vsnprintf(buf.data(), buf.size(), fmt, args);
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va_end(args);
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return buf.data();
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}
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// Usage:
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// static ExampleAppLog my_log;
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// my_log.AddLog("Hello %d world\n", 123);
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// my_log.Draw("title");
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struct ExampleAppLog
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{
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ImGuiTextBuffer Buf;
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ImGuiTextFilter Filter;
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ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.
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bool AutoScroll; // Keep scrolling if already at the bottom.
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ExampleAppLog()
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{
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AutoScroll = true;
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Clear();
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}
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void Clear()
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{
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Buf.clear();
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LineOffsets.clear();
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LineOffsets.push_back(0);
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}
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void AddLog(const char* fmt, ...) IM_FMTARGS(2)
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{
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int old_size = Buf.size();
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va_list args;
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va_start(args, fmt);
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Buf.appendfv(fmt, args);
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va_end(args);
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for (int new_size = Buf.size(); old_size < new_size; old_size++)
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if (Buf[old_size] == '\n')
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LineOffsets.push_back(old_size + 1);
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}
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void AddLog(const char *fmt, va_list args)
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{
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int old_size = Buf.size();
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Buf.appendfv(fmt, args);
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Buf.append("\n");
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for (int new_size = Buf.size(); old_size < new_size; old_size++)
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if (Buf[old_size] == '\n')
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LineOffsets.push_back(old_size + 1);
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}
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void Draw(const char* title, bool* p_open = NULL)
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{
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if (!ImGui::Begin(title, p_open))
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{
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ImGui::End();
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return;
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}
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// Options menu
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if (ImGui::BeginPopup("Options"))
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{
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ImGui::Checkbox("Auto-scroll", &AutoScroll);
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ImGui::EndPopup();
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}
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// Main window
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if (ImGui::Button("Options"))
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ImGui::OpenPopup("Options");
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ImGui::SameLine();
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bool clear = ImGui::Button("Clear");
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ImGui::SameLine();
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bool copy = ImGui::Button("Copy");
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ImGui::SameLine();
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Filter.Draw("Filter", -100.0f);
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ImGui::Separator();
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if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))
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{
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if (clear)
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Clear();
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if (copy)
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ImGui::LogToClipboard();
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
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const char* buf = Buf.begin();
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const char* buf_end = Buf.end();
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if (Filter.IsActive())
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{
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// In this example we don't use the clipper when Filter is enabled.
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// This is because we don't have random access to the result of our filter.
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// A real application processing logs with ten of thousands of entries may want to store the result of
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// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
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for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
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{
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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if (Filter.PassFilter(line_start, line_end))
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ImGui::TextUnformatted(line_start, line_end);
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}
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}
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else
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{
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// The simplest and easy way to display the entire buffer:
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// ImGui::TextUnformatted(buf_begin, buf_end);
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// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
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// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
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// within the visible area.
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// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
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// on your side is recommended. Using ImGuiListClipper requires
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// - A) random access into your data
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// - B) items all being the same height,
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// both of which we can handle since we have an array pointing to the beginning of each line of text.
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// When using the filter (in the block of code above) we don't have random access into the data to display
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// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
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// it possible (and would be recommended if you want to search through tens of thousands of entries).
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ImGuiListClipper clipper;
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clipper.Begin(LineOffsets.Size);
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while (clipper.Step())
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{
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for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
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{
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const char* line_start = buf + LineOffsets[line_no];
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const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
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ImGui::TextUnformatted(line_start, line_end);
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}
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}
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clipper.End();
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}
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ImGui::PopStyleVar();
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// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
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// Using a scrollbar or mouse-wheel will take away from the bottom edge.
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if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
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ImGui::SetScrollHereY(1.0f);
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}
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ImGui::EndChild();
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ImGui::End();
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}
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};
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#endif // SRC_DP_UTIL_HPP
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