Files
kte/ImGuiFrontend.cc
Kyle Isom 952e1ed3f2 Add 'CenterOnCursor' command and improve cursor scrolling logic
- Introduced `CommandId::CenterOnCursor` to center viewport on the cursor line.
- Improved scrolling behavior in `ImGuiRenderer` to avoid aggressive centering and keep visible lines stable.
- Updated `make-app-release` to rename the output app to `kge-qt.app`.
- Adjusted padding in `ImGuiFrontend` to align with `ImGuiRenderer` settings for consistent scrolling.
- Bumped version to 1.4.1.
2025-12-05 08:15:23 -08:00

370 lines
11 KiB
C++

#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <filesystem>
#include <string>
#include <imgui.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_sdl2.h>
#include "ImGuiFrontend.h"
#include "Command.h"
#include "Editor.h"
#include "GUIConfig.h"
#include "GUITheme.h"
#include "fonts/Font.h" // embedded default font (DefaultFont)
#include "fonts/FontRegistry.h"
#include "syntax/HighlighterRegistry.h"
#include "syntax/NullHighlighter.h"
#ifndef KTE_FONT_SIZE
#define KTE_FONT_SIZE 16.0f
#endif
static auto kGlslVersion = "#version 150"; // GL 3.2 core (macOS compatible)
bool
GUIFrontend::Init(Editor &ed)
{
// Attach editor to input handler for editor-owned features (e.g., universal argument)
input_.Attach(&ed);
// editor dimensions will be initialized during the first Step() frame
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
return false;
}
// Load GUI configuration (fullscreen, columns/rows, font size, theme, background)
GUIConfig cfg = GUIConfig::Load();
// 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);
// Compute desired window size from config
Uint32 win_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
if (cfg.fullscreen) {
// "Fullscreen": fill the usable bounds of the primary display.
// On macOS, do NOT use true fullscreen so the menu/status bar remains visible.
SDL_Rect usable{};
if (SDL_GetDisplayUsableBounds(0, &usable) == 0) {
width_ = usable.w;
height_ = usable.h;
}
#if !defined(__APPLE__)
// Non-macOS: desktop fullscreen uses the current display resolution.
win_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
} else {
// Windowed: width = columns * font_size, height = (rows * 2) * font_size
int w = cfg.columns * static_cast<int>(cfg.font_size);
int h = cfg.rows * static_cast<int>(cfg.font_size * 1.2);
// As a safety, clamp to display usable bounds if retrievable
SDL_Rect usable{};
if (SDL_GetDisplayUsableBounds(0, &usable) == 0) {
w = std::min(w, usable.w);
h = std::min(h, usable.h);
}
width_ = std::max(320, w);
height_ = std::max(200, h);
}
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
window_ = SDL_CreateWindow(
"kge - kyle's graphical editor " KTE_VERSION_STR,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width_, height_,
win_flags);
if (!window_) {
return false;
}
SDL_EnableScreenSaver();
#if defined(__APPLE__)
// macOS: when "fullscreen" is requested, position the window at the
// top-left of the usable display area to mimic fullscreen while keeping
// the system menu bar visible.
if (cfg.fullscreen) {
SDL_Rect usable{};
if (SDL_GetDisplayUsableBounds(0, &usable) == 0) {
SDL_SetWindowPosition(window_, usable.x, usable.y);
}
}
#endif
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();
// Set custom ini filename path to ~/.config/kte/imgui.ini
if (const char *home = std::getenv("HOME")) {
namespace fs = std::filesystem;
fs::path config_dir = fs::path(home) / ".config" / "kte";
std::error_code ec;
if (!fs::exists(config_dir)) {
fs::create_directories(config_dir, ec);
}
if (fs::exists(config_dir)) {
static std::string ini_path = (config_dir / "imgui.ini").string();
io.IniFilename = ini_path.c_str();
}
}
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui::StyleColorsDark();
// Apply background mode and selected theme (default: Nord). Can be changed at runtime via commands.
if (cfg.background == "light")
kte::SetBackgroundMode(kte::BackgroundMode::Light);
else
kte::SetBackgroundMode(kte::BackgroundMode::Dark);
kte::ApplyThemeByName(cfg.theme);
// Apply default syntax highlighting preference from GUI config to the current buffer
if (Buffer *b = ed.CurrentBuffer()) {
if (cfg.syntax) {
b->SetSyntaxEnabled(true);
// Ensure a highlighter is available if possible
b->EnsureHighlighter();
if (auto *eng = b->Highlighter()) {
if (!eng->HasHighlighter()) {
// Try detect from filename and first line; fall back to cpp or existing filetype
std::string first_line;
const auto &rows = b->Rows();
if (!rows.empty())
first_line = static_cast<std::string>(rows[0]);
std::string ft = kte::HighlighterRegistry::DetectForPath(
b->Filename(), first_line);
if (!ft.empty()) {
eng->SetHighlighter(kte::HighlighterRegistry::CreateFor(ft));
b->SetFiletype(ft);
eng->InvalidateFrom(0);
} else {
// Unknown/unsupported -> install a null highlighter to keep syntax enabled
eng->SetHighlighter(std::make_unique<kte::NullHighlighter>());
b->SetFiletype("");
eng->InvalidateFrom(0);
}
}
}
} else {
b->SetSyntaxEnabled(false);
}
}
if (!ImGui_ImplSDL2_InitForOpenGL(window_, gl_ctx_))
return false;
if (!ImGui_ImplOpenGL3_Init(kGlslVersion))
return false;
// Cache initial window size; logical rows/cols will be computed in Step() once a valid ImGui frame exists
int w, h;
SDL_GetWindowSize(window_, &w, &h);
width_ = w;
height_ = h;
#if defined(__APPLE__)
// Workaround: On macOS Retina when starting maximized, we sometimes get a
// subtle input vs draw alignment mismatch until the first manual resize.
// Nudge the window size by 1px and back to trigger a proper internal
// recomputation, without visible impact.
if (w > 1 && h > 1) {
SDL_SetWindowSize(window_, w - 1, h - 1);
SDL_SetWindowSize(window_, w, h);
// Update cached size in case backend reports immediately
SDL_GetWindowSize(window_, &w, &h);
width_ = w;
height_ = h;
}
#endif
// Install embedded fonts into registry and load configured font
kte::Fonts::InstallDefaultFonts();
// Initialize font atlas using configured font name and size; fallback to embedded default helper
if (!kte::Fonts::FontRegistry::Instance().LoadFont(cfg.font, (float) cfg.font_size)) {
LoadGuiFont_(nullptr, (float) cfg.font_size);
// Record defaults in registry so subsequent size changes have a base
kte::Fonts::FontRegistry::Instance().RequestLoadFont("default", (float) cfg.font_size);
std::string n;
float s = 0.0f;
if (kte::Fonts::FontRegistry::Instance().ConsumePendingFontRequest(n, s)) {
kte::Fonts::FontRegistry::Instance().LoadFont(n, s);
}
}
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;
}
break;
default:
break;
}
// Map input to commands
input_.ProcessSDLEvent(e);
}
// Apply pending font change before starting a new frame
{
std::string fname;
float fsize = 0.0f;
if (kte::Fonts::FontRegistry::Instance().ConsumePendingFontRequest(fname, fsize)) {
if (!fname.empty() && fsize > 0.0f) {
kte::Fonts::FontRegistry::Instance().LoadFont(fname, fsize);
// Recreate backend font texture
ImGui_ImplOpenGL3_DestroyFontsTexture();
ImGui_ImplOpenGL3_CreateFontsTexture();
}
}
}
// Start a new ImGui frame BEFORE processing commands so dimensions are correct
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window_);
ImGui::NewFrame();
// Update editor logical rows/cols using current ImGui metrics and display size
{
ImGuiIO &io = ImGui::GetIO();
float line_h = ImGui::GetTextLineHeightWithSpacing();
float ch_w = ImGui::CalcTextSize("M").x;
if (line_h <= 0.0f)
line_h = 16.0f;
if (ch_w <= 0.0f)
ch_w = 8.0f;
// Prefer ImGui IO display size; fall back to cached SDL window size
float disp_w = io.DisplaySize.x > 0 ? io.DisplaySize.x : static_cast<float>(width_);
float disp_h = io.DisplaySize.y > 0 ? io.DisplaySize.y : static_cast<float>(height_);
// Account for the GUI window padding and the status bar height used in ImGuiRenderer.
// ImGuiRenderer pushes WindowPadding = (6,6) every frame, so use the same constants here
// to avoid mismatches that would cause premature scrolling.
const float pad_x = 6.0f;
const float pad_y = 6.0f;
// Status bar reserves one frame height (with spacing) inside the window
float status_h = ImGui::GetFrameHeightWithSpacing();
float avail_w = std::max(0.0f, disp_w - 2.0f * pad_x);
float avail_h = std::max(0.0f, disp_h - 2.0f * pad_y - status_h);
// Visible content rows inside the scroll child
auto content_rows = static_cast<std::size_t>(std::floor(avail_h / line_h));
// Editor::Rows includes the status line; add 1 back for it.
std::size_t rows = std::max<std::size_t>(1, content_rows + 1);
std::size_t cols = static_cast<std::size_t>(std::max(1.0f, std::floor(avail_w / ch_w)));
// Only update if changed to avoid churn
if (rows != ed.Rows() || cols != ed.Cols()) {
ed.SetDimensions(rows, cols);
}
}
// Execute pending mapped inputs (drain queue) AFTER dimensions are updated
for (;;) {
MappedInput mi;
if (!input_.Poll(mi))
break;
if (mi.hasCommand) {
// Track kill ring before and after to sync GUI clipboard when it changes
const std::string before = ed.KillRingHead();
Execute(ed, mi.id, mi.arg, mi.count);
const std::string after = ed.KillRingHead();
if (after != before && !after.empty()) {
// Update the system clipboard to mirror the kill ring head in GUI
SDL_SetClipboardText(after.c_str());
}
}
}
if (ed.QuitRequested()) {
running = false;
}
// 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*/, const float size_px)
{
const ImGuiIO &io = ImGui::GetIO();
io.Fonts->Clear();
const ImFont *font = io.Fonts->AddFontFromMemoryCompressedTTF(
kte::Fonts::DefaultFontData,
kte::Fonts::DefaultFontSize,
size_px);
if (!font) {
font = io.Fonts->AddFontDefault();
}
(void) font;
io.Fonts->Build();
return true;
}