Lots of updates:

1. Scrolling and click to set the cursor works.
2. GUI now uses Brass Mono as the font.
3. A lot of stability and other updates.
This commit is contained in:
2025-11-29 20:22:24 -08:00
parent 932bc3c504
commit 57bfab633d
56 changed files with 10897 additions and 1522 deletions

170
GUIFrontend.cc Normal file
View File

@@ -0,0 +1,170 @@
#include <SDL.h>
#include <SDL_opengl.h>
#include <imgui.h>
#include <backends/imgui_impl_sdl2.h>
#include <backends/imgui_impl_opengl3.h>
#include <cstdio>
#include <string>
#include <cstring>
#include <cstdlib>
#include "Editor.h"
#include "Command.h"
#include "GUIFrontend.h"
#include "Font.h" // embedded default font (DefaultFontRegular)
static const char *kGlslVersion = "#version 150"; // GL 3.2 core (macOS compatible)
bool
GUIFrontend::Init(Editor &ed)
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
return false;
}
// GL attributes for core profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
window_ = SDL_CreateWindow(
"kte",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width_, height_,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (!window_)
return false;
gl_ctx_ = SDL_GL_CreateContext(window_);
if (!gl_ctx_)
return false;
SDL_GL_MakeCurrent(window_, gl_ctx_);
SDL_GL_SetSwapInterval(1); // vsync
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
(void) io;
ImGui::StyleColorsDark();
if (!ImGui_ImplSDL2_InitForOpenGL(window_, gl_ctx_))
return false;
if (!ImGui_ImplOpenGL3_Init(kGlslVersion))
return false;
// Initialize editor reported dimensions to pixels for now
int w, h;
SDL_GetWindowSize(window_, &w, &h);
width_ = w;
height_ = h;
ed.SetDimensions(static_cast<std::size_t>(height_), static_cast<std::size_t>(width_));
// Initialize GUI font from embedded default
LoadGuiFont_(nullptr, 16.f);
return true;
}
void
GUIFrontend::Step(Editor &ed, bool &running)
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
ImGui_ImplSDL2_ProcessEvent(&e);
switch (e.type) {
case SDL_QUIT:
running = false;
break;
case SDL_WINDOWEVENT:
if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
width_ = e.window.data1;
height_ = e.window.data2;
ed.SetDimensions(static_cast<std::size_t>(height_),
static_cast<std::size_t>(width_));
}
break;
default:
break;
}
// Map input to commands
input_.ProcessSDLEvent(e);
}
// Execute pending mapped inputs (drain queue)
for (;;) {
MappedInput mi;
if (!input_.Poll(mi))
break;
if (mi.hasCommand) {
Execute(ed, mi.id, mi.arg, mi.count);
if (mi.id == CommandId::Quit || mi.id == CommandId::SaveAndQuit) {
running = false;
}
}
}
// Start a new ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window_);
ImGui::NewFrame();
// No runtime font UI; always use embedded font.
// Draw editor UI
renderer_.Draw(ed);
// Render
ImGui::Render();
int display_w, display_h;
SDL_GL_GetDrawableSize(window_, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.1f, 0.1f, 0.11f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window_);
}
void
GUIFrontend::Shutdown()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
if (gl_ctx_) {
SDL_GL_DeleteContext(gl_ctx_);
gl_ctx_ = nullptr;
}
if (window_) {
SDL_DestroyWindow(window_);
window_ = nullptr;
}
SDL_Quit();
}
bool
GUIFrontend::LoadGuiFont_(const char * /*path*/, float size_px)
{
ImGuiIO &io = ImGui::GetIO();
io.Fonts->Clear();
ImFont *font = io.Fonts->AddFontFromMemoryCompressedTTF(
(void*)DefaultFontRegularCompressedData,
(int)DefaultFontRegularCompressedSize,
size_px);
if (!font) {
font = io.Fonts->AddFontDefault();
}
(void) font;
io.Fonts->Build();
return true;
}
// No runtime font reload or system font resolution in this simplified build.