Add build infrastructure, installer scripts, and fix build errors
- Create vcpkg.json manifest with all editor dependencies - Create CMakePresets.json for Windows (MSVC) and Linux (GCC) - Create Inno Setup installer script (setup.iss) with file associations - Create Windows build helper (build.ps1) with vcpkg auto-install - Create Linux build/install scripts (build.sh, install.sh) - Vendor imgui SDL2 backend locally (removed from vcpkg imgui 1.91+) - Switch CMakeLists.txt from FetchContent to vcpkg find_package - Fix ElispGenerator missing pure virtual overrides for memory annotations - Fix Orchestrator::findNodeById const-correctness - Fix orchestrator_main.cpp loadFile/saveFile type mismatches - Fix main.cpp SDL_GL_SwapBuffers -> SDL_GL_SwapWindow Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -4,15 +4,8 @@ project(WhetstoneEditor LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# nlohmann/json (header-only, fetched once)
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include(FetchContent)
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FetchContent_Declare(
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json
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GIT_REPOSITORY https://github.com/nlohmann/json.git
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GIT_TAG v3.11.3
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GIT_SHALLOW TRUE
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)
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FetchContent_MakeAvailable(json)
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# Use vcpkg-installed nlohmann_json instead of FetchContent
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find_package(nlohmann_json CONFIG REQUIRED)
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add_executable(step1_test tests/step1_test.cpp)
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target_include_directories(step1_test PRIVATE src)
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@@ -205,12 +198,57 @@ target_include_directories(step70_test PRIVATE src)
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add_executable(step71_test tests/step71_test.cpp)
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target_include_directories(step71_test PRIVATE src)
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add_executable(whetstone_editor src/main.cpp)
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target_include_directories(whetstone_editor PRIVATE src)
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# find_package(SDL2 REQUIRED) # Commented out for now to avoid build issues
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# find_package(OpenGL REQUIRED)
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# find_package(glad REQUIRED)
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target_link_libraries(whetstone_editor PRIVATE nlohmann_json::nlohmann_json) # Only link JSON library for now
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find_package(SDL2 CONFIG REQUIRED)
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find_package(OpenGL REQUIRED)
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find_package(glad CONFIG REQUIRED)
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find_package(imgui CONFIG REQUIRED)
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# imgui SDL2 backend: vcpkg removed the sdl2-binding feature in imgui 1.91+.
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# We compile the backend sources directly from imgui's source tree.
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set(IMGUI_BACKENDS_DIR "${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include")
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set(IMGUI_SDL2_BACKEND "")
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if(EXISTS "${IMGUI_BACKENDS_DIR}/imgui_impl_sdl2.h")
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# vcpkg installed the SDL2 backend (older vcpkg or feature restored)
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message(STATUS "Using vcpkg-installed imgui SDL2 backend")
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else()
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# Compile SDL2 backend from imgui source (shipped in backends/ of the port)
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file(GLOB _imgui_sdl2_src
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"${_VCPKG_INSTALLED_DIR}/../buildtrees/imgui/src/*/backends/imgui_impl_sdl2.cpp"
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)
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if(NOT _imgui_sdl2_src)
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# Fallback: look for the backend in a local copy
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if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/src/imgui_backends/imgui_impl_sdl2.cpp")
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set(_imgui_sdl2_src "${CMAKE_CURRENT_SOURCE_DIR}/src/imgui_backends/imgui_impl_sdl2.cpp")
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endif()
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endif()
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if(_imgui_sdl2_src)
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list(GET _imgui_sdl2_src 0 _imgui_sdl2_src)
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get_filename_component(_imgui_sdl2_dir "${_imgui_sdl2_src}" DIRECTORY)
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message(STATUS "Compiling imgui SDL2 backend from: ${_imgui_sdl2_dir}")
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set(IMGUI_SDL2_BACKEND "${_imgui_sdl2_src}")
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else()
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message(WARNING "imgui SDL2 backend not found. Editor will not compile. "
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"Copy imgui_impl_sdl2.cpp/.h into editor/src/imgui_backends/")
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endif()
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endif()
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add_executable(whetstone_editor src/main.cpp ${IMGUI_SDL2_BACKEND})
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target_include_directories(whetstone_editor PRIVATE
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src
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${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include/imgui
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${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include
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)
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if(IMGUI_SDL2_BACKEND)
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get_filename_component(_sdl2_backend_dir "${IMGUI_SDL2_BACKEND}" DIRECTORY)
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target_include_directories(whetstone_editor PRIVATE "${_sdl2_backend_dir}")
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endif()
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target_link_libraries(whetstone_editor PRIVATE
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SDL2::SDL2
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SDL2::SDL2main
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OpenGL::GL
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glad::glad
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imgui::imgui
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nlohmann_json::nlohmann_json)
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add_executable(orchestrator src/orchestrator_main.cpp)
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target_include_directories(orchestrator PRIVATE src)
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82
editor/CMakePresets.json
Normal file
82
editor/CMakePresets.json
Normal file
@@ -0,0 +1,82 @@
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{
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"version": 3,
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"cmakeMinimumRequired": {
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"major": 3,
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"minor": 20,
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"patch": 0
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},
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"configurePresets": [
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{
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"name": "base",
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"hidden": true,
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"cacheVariables": {
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"CMAKE_CXX_STANDARD": "20",
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"CMAKE_CXX_STANDARD_REQUIRED": "ON"
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}
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},
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{
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"name": "windows-msvc",
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"displayName": "Windows x64 (MSVC)",
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"description": "Build with Visual Studio 2022 and vcpkg on Windows",
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"inherits": "base",
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"generator": "Visual Studio 17 2022",
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"architecture": {
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"value": "x64",
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"strategy": "set"
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},
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"binaryDir": "${sourceDir}/build",
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"cacheVariables": {
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"CMAKE_TOOLCHAIN_FILE": {
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"type": "FILEPATH",
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"value": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake"
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},
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"VCPKG_TARGET_TRIPLET": "x64-windows"
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},
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"condition": {
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"type": "equals",
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"lhs": "${hostSystemName}",
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"rhs": "Windows"
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}
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},
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{
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"name": "linux-gcc",
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"displayName": "Linux x64 (GCC)",
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"description": "Build with GCC and vcpkg on Linux",
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"inherits": "base",
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"generator": "Unix Makefiles",
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"binaryDir": "${sourceDir}/build",
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"cacheVariables": {
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"CMAKE_TOOLCHAIN_FILE": {
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"type": "FILEPATH",
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"value": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake"
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},
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"VCPKG_TARGET_TRIPLET": "x64-linux",
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"CMAKE_BUILD_TYPE": "Release"
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},
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"condition": {
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"type": "equals",
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"lhs": "${hostSystemName}",
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"rhs": "Linux"
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}
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}
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],
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"buildPresets": [
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{
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"name": "windows-release",
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"displayName": "Windows Release",
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"configurePreset": "windows-msvc",
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"configuration": "Release"
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},
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{
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"name": "windows-debug",
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"displayName": "Windows Debug",
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"configurePreset": "windows-msvc",
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"configuration": "Debug"
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},
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{
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"name": "linux-release",
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"displayName": "Linux Release",
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"configurePreset": "linux-gcc"
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}
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]
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}
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@@ -238,8 +238,8 @@ public:
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return true;
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}
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// Helper function to find a node by ID in the AST (needs to be implemented)
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ASTNode* findNodeById(ASTNode* root, const std::string& id) {
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// Helper function to find a node by ID in the AST
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ASTNode* findNodeById(ASTNode* root, const std::string& id) const {
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if (!root) return nullptr;
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if (root->id == id) return root;
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@@ -395,4 +395,14 @@ public:
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// If the result is not an error, assume success
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return result.find("Error") == std::string::npos;
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}
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// Overload: save raw content string to a file via Emacs
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bool saveContent(const std::string& path, const std::string& content) {
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std::string command = "(with-current-buffer (find-file-noselect \"" + path + "\")" +
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"(erase-buffer)" +
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"(insert \"" + content + "\")" +
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"(write-file \"" + path + "\"))";
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std::string result = sendToEmacs(command);
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return result.find("Error") == std::string::npos;
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}
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};
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@@ -1276,6 +1276,26 @@ public:
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std::string visitLangSpecific(const LangSpecific* annotation) override {
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return "; @lang_specific(" + annotation->language + ", " + annotation->idiomType + ")";
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}
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std::string visitDeallocateAnnotation(const DeallocateAnnotation* annotation) override {
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return "; @dealloc(" + annotation->strategy + ")";
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}
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std::string visitLifetimeAnnotation(const LifetimeAnnotation* annotation) override {
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return "; @lifetime(" + annotation->strategy + ")";
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}
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std::string visitReclaimAnnotation(const ReclaimAnnotation* annotation) override {
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return "; @reclaim(" + annotation->strategy + ")";
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}
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std::string visitOwnerAnnotation(const OwnerAnnotation* annotation) override {
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return "; @owner(" + annotation->strategy + ")";
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}
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std::string visitAllocateAnnotation(const AllocateAnnotation* annotation) override {
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return "; @allocate(" + annotation->strategy + ")";
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}
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};
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class CppGenerator : public ProjectionGenerator {
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847
editor/src/imgui_backends/imgui_impl_sdl2.cpp
Normal file
847
editor/src/imgui_backends/imgui_impl_sdl2.cpp
Normal file
@@ -0,0 +1,847 @@
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// dear imgui: Platform Backend for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Prefer SDL 2.0.5+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
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// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
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// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
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// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
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// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
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// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
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// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
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// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
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// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
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// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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||||
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
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||||
// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
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||||
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
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||||
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
|
||||
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
|
||||
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
|
||||
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
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||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_sdl2.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#ifdef __APPLE__
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten/em_js.h>
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
|
||||
#if SDL_HAS_VULKAN
|
||||
#include <SDL_vulkan.h>
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MouseLastLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_GameController*> Gamepads;
|
||||
ImGui_ImplSDL2_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
r.x = (int)data->InputPos.x;
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
}
|
||||
}
|
||||
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
|
||||
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
|
||||
{
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
case SDLK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case SDLK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case SDLK_UP: return ImGuiKey_UpArrow;
|
||||
case SDLK_DOWN: return ImGuiKey_DownArrow;
|
||||
case SDLK_PAGEUP: return ImGuiKey_PageUp;
|
||||
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
|
||||
case SDLK_HOME: return ImGuiKey_Home;
|
||||
case SDLK_END: return ImGuiKey_End;
|
||||
case SDLK_INSERT: return ImGuiKey_Insert;
|
||||
case SDLK_DELETE: return ImGuiKey_Delete;
|
||||
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case SDLK_SPACE: return ImGuiKey_Space;
|
||||
case SDLK_RETURN: return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||||
//case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA: return ImGuiKey_Comma;
|
||||
//case SDLK_MINUS: return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD: return ImGuiKey_Period;
|
||||
//case SDLK_SLASH: return ImGuiKey_Slash;
|
||||
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
//case SDLK_EQUALS: return ImGuiKey_Equal;
|
||||
//case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
//case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||||
//case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
//case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE: return ImGuiKey_Pause;
|
||||
case SDLK_KP_0: return ImGuiKey_Keypad0;
|
||||
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||||
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||||
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||||
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||||
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||||
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||||
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||||
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||||
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||||
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||||
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
||||
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
||||
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case SDLK_RALT: return ImGuiKey_RightAlt;
|
||||
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
||||
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
||||
case SDLK_0: return ImGuiKey_0;
|
||||
case SDLK_1: return ImGuiKey_1;
|
||||
case SDLK_2: return ImGuiKey_2;
|
||||
case SDLK_3: return ImGuiKey_3;
|
||||
case SDLK_4: return ImGuiKey_4;
|
||||
case SDLK_5: return ImGuiKey_5;
|
||||
case SDLK_6: return ImGuiKey_6;
|
||||
case SDLK_7: return ImGuiKey_7;
|
||||
case SDLK_8: return ImGuiKey_8;
|
||||
case SDLK_9: return ImGuiKey_9;
|
||||
case SDLK_a: return ImGuiKey_A;
|
||||
case SDLK_b: return ImGuiKey_B;
|
||||
case SDLK_c: return ImGuiKey_C;
|
||||
case SDLK_d: return ImGuiKey_D;
|
||||
case SDLK_e: return ImGuiKey_E;
|
||||
case SDLK_f: return ImGuiKey_F;
|
||||
case SDLK_g: return ImGuiKey_G;
|
||||
case SDLK_h: return ImGuiKey_H;
|
||||
case SDLK_i: return ImGuiKey_I;
|
||||
case SDLK_j: return ImGuiKey_J;
|
||||
case SDLK_k: return ImGuiKey_K;
|
||||
case SDLK_l: return ImGuiKey_L;
|
||||
case SDLK_m: return ImGuiKey_M;
|
||||
case SDLK_n: return ImGuiKey_N;
|
||||
case SDLK_o: return ImGuiKey_O;
|
||||
case SDLK_p: return ImGuiKey_P;
|
||||
case SDLK_q: return ImGuiKey_Q;
|
||||
case SDLK_r: return ImGuiKey_R;
|
||||
case SDLK_s: return ImGuiKey_S;
|
||||
case SDLK_t: return ImGuiKey_T;
|
||||
case SDLK_u: return ImGuiKey_U;
|
||||
case SDLK_v: return ImGuiKey_V;
|
||||
case SDLK_w: return ImGuiKey_W;
|
||||
case SDLK_x: return ImGuiKey_X;
|
||||
case SDLK_y: return ImGuiKey_Y;
|
||||
case SDLK_z: return ImGuiKey_Z;
|
||||
case SDLK_F1: return ImGuiKey_F1;
|
||||
case SDLK_F2: return ImGuiKey_F2;
|
||||
case SDLK_F3: return ImGuiKey_F3;
|
||||
case SDLK_F4: return ImGuiKey_F4;
|
||||
case SDLK_F5: return ImGuiKey_F5;
|
||||
case SDLK_F6: return ImGuiKey_F6;
|
||||
case SDLK_F7: return ImGuiKey_F7;
|
||||
case SDLK_F8: return ImGuiKey_F8;
|
||||
case SDLK_F9: return ImGuiKey_F9;
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Fallback to scancode
|
||||
switch (scancode)
|
||||
{
|
||||
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
|
||||
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
|
||||
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
|
||||
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
|
||||
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
|
||||
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
|
||||
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
|
||||
default: break;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
|
||||
return false;
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
|
||||
return false;
|
||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
||||
float wheel_x = -event->wheel.preciseX;
|
||||
float wheel_y = event->wheel.preciseY;
|
||||
#else
|
||||
float wheel_x = -(float)event->wheel.x;
|
||||
float wheel_y = (float)event->wheel.y;
|
||||
#endif
|
||||
#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
|
||||
wheel_x /= 100.0f;
|
||||
#endif
|
||||
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
|
||||
return false;
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||||
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
||||
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
|
||||
return false;
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
|
||||
return false;
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
|
||||
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
|
||||
return false;
|
||||
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||
// - However we won't get a correct LEAVE event for a captured window.
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
||||
#endif
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
platform_io.Platform_ClipboardUserData = nullptr;
|
||||
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
|
||||
#elif SDL_HAS_OPEN_URL
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
|
||||
#endif
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info))
|
||||
{
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
|
||||
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
(void)sdl_gl_context; // Unused in 'master' branch.
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture.
|
||||
bool want_capture = false;
|
||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||
if (ImGui::IsMouseDragging(button_n, 1.0f))
|
||||
want_capture = true;
|
||||
SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
|
||||
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
SDL_GameControllerClose(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Update list of controller(s) to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
int joystick_count = SDL_NumJoysticks();
|
||||
for (int n = 0; n < joystick_count; n++)
|
||||
if (SDL_IsGameController(n))
|
||||
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
#if SDL_HAS_VULKAN
|
||||
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
|
||||
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
#endif
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 1;
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
46
editor/src/imgui_backends/imgui_impl_sdl2.h
Normal file
46
editor/src/imgui_backends/imgui_impl_sdl2.h
Normal file
@@ -0,0 +1,46 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
@@ -542,7 +542,7 @@ int main(int, char**)
|
||||
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
|
||||
}
|
||||
|
||||
SDL_GL_SwapBuffers(window);
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
|
||||
@@ -288,8 +288,13 @@ json processRequest(const json& request) {
|
||||
else if (method == "loadFile") {
|
||||
try {
|
||||
std::string path = request.at("params").at("path");
|
||||
std::string content = g_orchestrator->loadFile(path);
|
||||
response["result"] = content;
|
||||
auto module = g_orchestrator->loadFile(path);
|
||||
if (module) {
|
||||
PythonGenerator gen;
|
||||
response["result"] = gen.generate(module.get());
|
||||
} else {
|
||||
response["result"] = "";
|
||||
}
|
||||
} catch (...) {
|
||||
response["error"] = json::object({
|
||||
{"code", -32600},
|
||||
@@ -301,7 +306,7 @@ json processRequest(const json& request) {
|
||||
try {
|
||||
std::string path = request.at("params").at("path");
|
||||
std::string content = request.at("params").at("content");
|
||||
bool success = g_orchestrator->saveFile(path, content);
|
||||
bool success = g_orchestrator->saveContent(path, content);
|
||||
if (success) {
|
||||
response["result"] = true;
|
||||
} else {
|
||||
|
||||
15
editor/vcpkg.json
Normal file
15
editor/vcpkg.json
Normal file
@@ -0,0 +1,15 @@
|
||||
{
|
||||
"name": "whetstone-editor",
|
||||
"version": "0.1.0",
|
||||
"dependencies": [
|
||||
"nlohmann-json",
|
||||
"sdl2",
|
||||
{
|
||||
"name": "imgui",
|
||||
"features": ["docking-experimental", "opengl3-binding"],
|
||||
"$comment": "SDL2 backend compiled locally (sdl2-binding removed from vcpkg imgui 1.91+)"
|
||||
},
|
||||
"glad",
|
||||
"opengl"
|
||||
]
|
||||
}
|
||||
195
installer/linux/build.sh
Normal file
195
installer/linux/build.sh
Normal file
@@ -0,0 +1,195 @@
|
||||
#!/usr/bin/env bash
|
||||
# Whetstone Editor - Linux Build Script
|
||||
# Prerequisites: GCC/Clang, CMake 3.20+, vcpkg or system packages
|
||||
# Usage: ./build.sh [--config Release|Debug] [--vcpkg-root /path/to/vcpkg] [--system-packages] [--package deb|tar]
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
CONFIG="Release"
|
||||
VCPKG_ROOT="${VCPKG_ROOT:-}"
|
||||
USE_SYSTEM_PACKAGES=false
|
||||
PACKAGE_TYPE=""
|
||||
|
||||
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
|
||||
EDITOR_DIR="$(cd "$SCRIPT_DIR/../../editor" && pwd)"
|
||||
BUILD_DIR="$EDITOR_DIR/build"
|
||||
TRIPLET="x64-linux"
|
||||
|
||||
# --- Parse arguments ---
|
||||
|
||||
while [[ $# -gt 0 ]]; do
|
||||
case "$1" in
|
||||
--config) CONFIG="$2"; shift 2 ;;
|
||||
--vcpkg-root) VCPKG_ROOT="$2"; shift 2 ;;
|
||||
--system-packages) USE_SYSTEM_PACKAGES=true; shift ;;
|
||||
--package) PACKAGE_TYPE="$2"; shift 2 ;;
|
||||
-h|--help)
|
||||
echo "Usage: $0 [--config Release|Debug] [--vcpkg-root PATH] [--system-packages] [--package deb|tar]"
|
||||
exit 0 ;;
|
||||
*) echo "Unknown option: $1"; exit 1 ;;
|
||||
esac
|
||||
done
|
||||
|
||||
step() {
|
||||
echo ""
|
||||
echo "==> $1"
|
||||
}
|
||||
|
||||
# --- Check prerequisites ---
|
||||
|
||||
step "Checking prerequisites"
|
||||
|
||||
if ! command -v cmake &>/dev/null; then
|
||||
echo "ERROR: CMake not found. Install cmake 3.20+."
|
||||
exit 1
|
||||
fi
|
||||
echo " CMake: $(cmake --version | head -1)"
|
||||
|
||||
if command -v g++ &>/dev/null; then
|
||||
echo " GCC: $(g++ --version | head -1)"
|
||||
elif command -v clang++ &>/dev/null; then
|
||||
echo " Clang: $(clang++ --version | head -1)"
|
||||
else
|
||||
echo "ERROR: No C++ compiler found. Install g++ or clang++."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# --- Install system dependencies if requested ---
|
||||
|
||||
if $USE_SYSTEM_PACKAGES; then
|
||||
step "Installing system packages"
|
||||
|
||||
if command -v apt-get &>/dev/null; then
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y -qq \
|
||||
build-essential cmake \
|
||||
libsdl2-dev libgl1-mesa-dev libglew-dev \
|
||||
nlohmann-json3-dev
|
||||
elif command -v dnf &>/dev/null; then
|
||||
sudo dnf install -y \
|
||||
gcc-c++ cmake \
|
||||
SDL2-devel mesa-libGL-devel glew-devel \
|
||||
json-devel
|
||||
elif command -v pacman &>/dev/null; then
|
||||
sudo pacman -S --noconfirm --needed \
|
||||
base-devel cmake \
|
||||
sdl2 mesa glew \
|
||||
nlohmann-json
|
||||
else
|
||||
echo "WARNING: Unknown package manager. Install dependencies manually:"
|
||||
echo " SDL2-dev, OpenGL dev, nlohmann-json, glad"
|
||||
fi
|
||||
|
||||
echo " System packages installed."
|
||||
fi
|
||||
|
||||
# --- Bootstrap vcpkg if needed ---
|
||||
|
||||
if ! $USE_SYSTEM_PACKAGES; then
|
||||
if [[ -z "$VCPKG_ROOT" ]]; then
|
||||
# Try common locations
|
||||
for candidate in "$HOME/vcpkg" "/opt/vcpkg" "/usr/local/vcpkg"; do
|
||||
if [[ -x "$candidate/vcpkg" ]]; then
|
||||
VCPKG_ROOT="$candidate"
|
||||
break
|
||||
fi
|
||||
done
|
||||
fi
|
||||
|
||||
if [[ -z "$VCPKG_ROOT" ]]; then
|
||||
step "Bootstrapping vcpkg"
|
||||
VCPKG_ROOT="$HOME/vcpkg"
|
||||
git clone https://github.com/microsoft/vcpkg.git "$VCPKG_ROOT"
|
||||
"$VCPKG_ROOT/bootstrap-vcpkg.sh" -disableMetrics
|
||||
fi
|
||||
|
||||
echo " vcpkg: $VCPKG_ROOT"
|
||||
|
||||
step "Installing vcpkg dependencies"
|
||||
"$VCPKG_ROOT/vcpkg" install \
|
||||
"nlohmann-json:$TRIPLET" \
|
||||
"sdl2:$TRIPLET" \
|
||||
"imgui[docking-experimental,opengl3-binding]:$TRIPLET" \
|
||||
"glad:$TRIPLET" \
|
||||
--recurse
|
||||
|
||||
echo " All vcpkg packages installed."
|
||||
fi
|
||||
|
||||
# --- Configure CMake ---
|
||||
|
||||
step "Configuring CMake ($CONFIG)"
|
||||
|
||||
mkdir -p "$BUILD_DIR"
|
||||
|
||||
CMAKE_ARGS=(
|
||||
-S "$EDITOR_DIR"
|
||||
-B "$BUILD_DIR"
|
||||
-DCMAKE_BUILD_TYPE="$CONFIG"
|
||||
)
|
||||
|
||||
if ! $USE_SYSTEM_PACKAGES && [[ -n "$VCPKG_ROOT" ]]; then
|
||||
CMAKE_ARGS+=(
|
||||
-DCMAKE_TOOLCHAIN_FILE="$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake"
|
||||
-DVCPKG_TARGET_TRIPLET="$TRIPLET"
|
||||
)
|
||||
fi
|
||||
|
||||
cmake "${CMAKE_ARGS[@]}"
|
||||
|
||||
# --- Build ---
|
||||
|
||||
step "Building ($CONFIG)"
|
||||
|
||||
cmake --build "$BUILD_DIR" --config "$CONFIG" --parallel "$(nproc)"
|
||||
|
||||
echo " Build succeeded."
|
||||
|
||||
# --- Package (optional) ---
|
||||
|
||||
if [[ -n "$PACKAGE_TYPE" ]]; then
|
||||
step "Packaging ($PACKAGE_TYPE)"
|
||||
|
||||
STAGING_DIR="$SCRIPT_DIR/staging"
|
||||
rm -rf "$STAGING_DIR"
|
||||
mkdir -p "$STAGING_DIR/usr/local/bin"
|
||||
|
||||
for exe in whetstone_editor orchestrator; do
|
||||
if [[ -f "$BUILD_DIR/$exe" ]]; then
|
||||
cp "$BUILD_DIR/$exe" "$STAGING_DIR/usr/local/bin/"
|
||||
echo " Staged $exe"
|
||||
fi
|
||||
done
|
||||
|
||||
case "$PACKAGE_TYPE" in
|
||||
deb)
|
||||
mkdir -p "$STAGING_DIR/DEBIAN"
|
||||
cat > "$STAGING_DIR/DEBIAN/control" <<CTRL
|
||||
Package: whetstone-editor
|
||||
Version: 0.1.0
|
||||
Section: devel
|
||||
Priority: optional
|
||||
Architecture: amd64
|
||||
Depends: libsdl2-2.0-0, libgl1
|
||||
Maintainer: Whetstone DSL Project
|
||||
Description: Whetstone DSL Editor and Orchestrator
|
||||
A visual editor for the Whetstone domain-specific language
|
||||
with semantic annotation support.
|
||||
CTRL
|
||||
dpkg-deb --build "$STAGING_DIR" "$SCRIPT_DIR/whetstone-editor_0.1.0_amd64.deb"
|
||||
echo " Created whetstone-editor_0.1.0_amd64.deb"
|
||||
;;
|
||||
tar)
|
||||
tar -czf "$SCRIPT_DIR/whetstone-editor-0.1.0-linux-x64.tar.gz" \
|
||||
-C "$STAGING_DIR/usr/local" bin/
|
||||
echo " Created whetstone-editor-0.1.0-linux-x64.tar.gz"
|
||||
;;
|
||||
*)
|
||||
echo "WARNING: Unknown package type '$PACKAGE_TYPE'. Use 'deb' or 'tar'."
|
||||
;;
|
||||
esac
|
||||
fi
|
||||
|
||||
step "Done!"
|
||||
echo " Build output: $BUILD_DIR"
|
||||
echo ""
|
||||
144
installer/linux/install.sh
Normal file
144
installer/linux/install.sh
Normal file
@@ -0,0 +1,144 @@
|
||||
#!/usr/bin/env bash
|
||||
# Whetstone Editor - Linux Install Script
|
||||
# Installs system dependencies, builds from source, and installs to /usr/local/bin
|
||||
# Usage: ./install.sh [--prefix /usr/local] [--no-build]
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
PREFIX="/usr/local"
|
||||
DO_BUILD=true
|
||||
|
||||
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
|
||||
REPO_DIR="$(cd "$SCRIPT_DIR/../.." && pwd)"
|
||||
EDITOR_DIR="$REPO_DIR/editor"
|
||||
BUILD_DIR="$EDITOR_DIR/build"
|
||||
|
||||
# --- Parse arguments ---
|
||||
|
||||
while [[ $# -gt 0 ]]; do
|
||||
case "$1" in
|
||||
--prefix) PREFIX="$2"; shift 2 ;;
|
||||
--no-build) DO_BUILD=false; shift ;;
|
||||
-h|--help)
|
||||
echo "Usage: $0 [--prefix /usr/local] [--no-build]"
|
||||
echo " --prefix PATH Install prefix (default: /usr/local)"
|
||||
echo " --no-build Skip build, install pre-built binaries only"
|
||||
exit 0 ;;
|
||||
*) echo "Unknown option: $1"; exit 1 ;;
|
||||
esac
|
||||
done
|
||||
|
||||
step() {
|
||||
echo ""
|
||||
echo "==> $1"
|
||||
}
|
||||
|
||||
# --- Install system dependencies ---
|
||||
|
||||
step "Installing system dependencies"
|
||||
|
||||
if command -v apt-get &>/dev/null; then
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y -qq \
|
||||
build-essential cmake git \
|
||||
libsdl2-dev libgl1-mesa-dev \
|
||||
nlohmann-json3-dev
|
||||
elif command -v dnf &>/dev/null; then
|
||||
sudo dnf install -y \
|
||||
gcc-c++ cmake git \
|
||||
SDL2-devel mesa-libGL-devel \
|
||||
json-devel
|
||||
elif command -v pacman &>/dev/null; then
|
||||
sudo pacman -S --noconfirm --needed \
|
||||
base-devel cmake git \
|
||||
sdl2 mesa \
|
||||
nlohmann-json
|
||||
else
|
||||
echo "WARNING: Unknown package manager. Please install manually:"
|
||||
echo " - C++ compiler (g++ or clang++)"
|
||||
echo " - CMake 3.20+"
|
||||
echo " - SDL2 development libraries"
|
||||
echo " - OpenGL development libraries"
|
||||
echo " - nlohmann-json"
|
||||
fi
|
||||
|
||||
# --- Build from source ---
|
||||
|
||||
if $DO_BUILD; then
|
||||
step "Building from source"
|
||||
|
||||
# Use the build script if available
|
||||
if [[ -x "$SCRIPT_DIR/build.sh" ]]; then
|
||||
"$SCRIPT_DIR/build.sh" --config Release --system-packages
|
||||
else
|
||||
mkdir -p "$BUILD_DIR"
|
||||
cmake -S "$EDITOR_DIR" -B "$BUILD_DIR" -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build "$BUILD_DIR" --config Release --parallel "$(nproc)"
|
||||
fi
|
||||
fi
|
||||
|
||||
# --- Install binaries ---
|
||||
|
||||
step "Installing to $PREFIX/bin"
|
||||
|
||||
sudo mkdir -p "$PREFIX/bin"
|
||||
|
||||
for exe in whetstone_editor orchestrator; do
|
||||
if [[ -f "$BUILD_DIR/$exe" ]]; then
|
||||
sudo install -m 755 "$BUILD_DIR/$exe" "$PREFIX/bin/$exe"
|
||||
echo " Installed $exe"
|
||||
else
|
||||
echo " WARNING: $exe not found in build directory"
|
||||
fi
|
||||
done
|
||||
|
||||
# --- Create desktop entry ---
|
||||
|
||||
step "Creating desktop entry"
|
||||
|
||||
DESKTOP_FILE="$HOME/.local/share/applications/whetstone-editor.desktop"
|
||||
mkdir -p "$(dirname "$DESKTOP_FILE")"
|
||||
|
||||
cat > "$DESKTOP_FILE" <<DESKTOP
|
||||
[Desktop Entry]
|
||||
Type=Application
|
||||
Name=Whetstone Editor
|
||||
Comment=Visual editor for the Whetstone domain-specific language
|
||||
Exec=$PREFIX/bin/whetstone_editor %F
|
||||
Terminal=false
|
||||
Categories=Development;IDE;TextEditor;
|
||||
MimeType=text/x-whetstone;text/x-semanno;
|
||||
Keywords=whetstone;dsl;semantic;annotation;
|
||||
DESKTOP
|
||||
|
||||
echo " Created $DESKTOP_FILE"
|
||||
|
||||
# --- Create MIME types ---
|
||||
|
||||
MIME_DIR="$HOME/.local/share/mime/packages"
|
||||
mkdir -p "$MIME_DIR"
|
||||
|
||||
cat > "$MIME_DIR/whetstone.xml" <<MIME
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info">
|
||||
<mime-type type="text/x-whetstone">
|
||||
<comment>Whetstone Source File</comment>
|
||||
<glob pattern="*.whet"/>
|
||||
</mime-type>
|
||||
<mime-type type="text/x-semanno">
|
||||
<comment>Semantic Annotation File</comment>
|
||||
<glob pattern="*.semanno"/>
|
||||
</mime-type>
|
||||
</mime-info>
|
||||
MIME
|
||||
|
||||
if command -v update-mime-database &>/dev/null; then
|
||||
update-mime-database "$HOME/.local/share/mime" 2>/dev/null || true
|
||||
fi
|
||||
|
||||
echo " Registered .whet and .semanno MIME types"
|
||||
|
||||
step "Installation complete!"
|
||||
echo " Binaries: $PREFIX/bin/whetstone_editor, $PREFIX/bin/orchestrator"
|
||||
echo " Desktop entry: $DESKTOP_FILE"
|
||||
echo ""
|
||||
165
installer/windows/build.ps1
Normal file
165
installer/windows/build.ps1
Normal file
@@ -0,0 +1,165 @@
|
||||
# Whetstone Editor - Windows Build Script
|
||||
# Prerequisites: Visual Studio 2022, CMake 3.20+, vcpkg
|
||||
# Usage: .\build.ps1 [-Config Release|Debug] [-VcpkgRoot E:\vcpkg]
|
||||
|
||||
param(
|
||||
[ValidateSet("Release", "Debug")]
|
||||
[string]$Config = "Release",
|
||||
|
||||
[string]$VcpkgRoot = $env:VCPKG_ROOT
|
||||
)
|
||||
|
||||
$ErrorActionPreference = "Stop"
|
||||
$EditorDir = Split-Path -Parent (Split-Path -Parent $PSScriptRoot)
|
||||
$EditorDir = Join-Path $EditorDir "editor"
|
||||
$BuildDir = Join-Path $EditorDir "build"
|
||||
$StagingDir = Join-Path $PSScriptRoot "staging"
|
||||
$Triplet = "x64-windows"
|
||||
|
||||
function Write-Step($msg) {
|
||||
Write-Host "`n==> $msg" -ForegroundColor Cyan
|
||||
}
|
||||
|
||||
function Test-Command($cmd) {
|
||||
return [bool](Get-Command $cmd -ErrorAction SilentlyContinue)
|
||||
}
|
||||
|
||||
# --- Check prerequisites ---
|
||||
|
||||
Write-Step "Checking prerequisites"
|
||||
|
||||
# CMake
|
||||
if (-not (Test-Command "cmake")) {
|
||||
Write-Error "CMake not found. Install CMake 3.20+ and add it to PATH."
|
||||
}
|
||||
$cmakeVersion = (cmake --version | Select-Object -First 1)
|
||||
Write-Host " CMake: $cmakeVersion"
|
||||
|
||||
# Visual Studio
|
||||
$vsWhere = "${env:ProgramFiles(x86)}\Microsoft Visual Studio\Installer\vswhere.exe"
|
||||
if (Test-Path $vsWhere) {
|
||||
$vsPath = & $vsWhere -latest -property installationPath
|
||||
Write-Host " Visual Studio: $vsPath"
|
||||
} else {
|
||||
Write-Warning "vswhere not found - Visual Studio may not be installed."
|
||||
}
|
||||
|
||||
# vcpkg
|
||||
if (-not $VcpkgRoot) {
|
||||
# Try common locations
|
||||
$candidates = @("E:\vcpkg", "C:\vcpkg", "$env:USERPROFILE\vcpkg")
|
||||
foreach ($c in $candidates) {
|
||||
if (Test-Path (Join-Path $c "vcpkg.exe")) {
|
||||
$VcpkgRoot = $c
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (-not $VcpkgRoot -or -not (Test-Path (Join-Path $VcpkgRoot "vcpkg.exe"))) {
|
||||
Write-Error "vcpkg not found. Set VCPKG_ROOT or pass -VcpkgRoot <path>."
|
||||
}
|
||||
Write-Host " vcpkg: $VcpkgRoot"
|
||||
|
||||
$vcpkgExe = Join-Path $VcpkgRoot "vcpkg.exe"
|
||||
$toolchainFile = Join-Path $VcpkgRoot "scripts\buildsystems\vcpkg.cmake"
|
||||
|
||||
# --- Install vcpkg dependencies ---
|
||||
|
||||
Write-Step "Installing vcpkg dependencies"
|
||||
|
||||
$packages = @(
|
||||
"nlohmann-json:$Triplet",
|
||||
"sdl2:$Triplet",
|
||||
"imgui[docking-experimental,opengl3-binding]:$Triplet",
|
||||
"glad:$Triplet"
|
||||
)
|
||||
|
||||
foreach ($pkg in $packages) {
|
||||
Write-Host " Installing $pkg ..."
|
||||
& $vcpkgExe install $pkg --recurse 2>&1 | Out-Null
|
||||
if ($LASTEXITCODE -ne 0) {
|
||||
Write-Warning "vcpkg install $pkg returned exit code $LASTEXITCODE (may already be installed)"
|
||||
}
|
||||
}
|
||||
|
||||
Write-Host " All vcpkg packages installed." -ForegroundColor Green
|
||||
|
||||
# --- Configure CMake ---
|
||||
|
||||
Write-Step "Configuring CMake ($Config)"
|
||||
|
||||
if (-not (Test-Path $BuildDir)) {
|
||||
New-Item -ItemType Directory -Path $BuildDir | Out-Null
|
||||
}
|
||||
|
||||
cmake -S $EditorDir -B $BuildDir `
|
||||
-G "Visual Studio 17 2022" -A x64 `
|
||||
-DCMAKE_TOOLCHAIN_FILE="$toolchainFile" `
|
||||
-DVCPKG_TARGET_TRIPLET="$Triplet"
|
||||
|
||||
if ($LASTEXITCODE -ne 0) {
|
||||
Write-Error "CMake configure failed."
|
||||
}
|
||||
|
||||
# --- Build ---
|
||||
|
||||
Write-Step "Building ($Config)"
|
||||
|
||||
$targets = @("whetstone_editor", "orchestrator")
|
||||
foreach ($t in $targets) {
|
||||
cmake --build $BuildDir --config $Config --target $t --parallel
|
||||
if ($LASTEXITCODE -ne 0) {
|
||||
Write-Error "Build of $t failed."
|
||||
}
|
||||
}
|
||||
|
||||
Write-Host "`n Build succeeded." -ForegroundColor Green
|
||||
|
||||
# --- Stage output for installer ---
|
||||
|
||||
Write-Step "Staging build output to $StagingDir"
|
||||
|
||||
if (Test-Path $StagingDir) {
|
||||
Remove-Item -Recurse -Force $StagingDir
|
||||
}
|
||||
New-Item -ItemType Directory -Path $StagingDir | Out-Null
|
||||
|
||||
# Copy executables
|
||||
$binDir = Join-Path $BuildDir $Config
|
||||
$exes = @("whetstone_editor.exe", "orchestrator.exe")
|
||||
foreach ($exe in $exes) {
|
||||
$src = Join-Path $binDir $exe
|
||||
if (Test-Path $src) {
|
||||
Copy-Item $src $StagingDir
|
||||
Write-Host " Copied $exe"
|
||||
} else {
|
||||
Write-Warning " $exe not found at $src"
|
||||
}
|
||||
}
|
||||
|
||||
# Copy DLLs from vcpkg installed dir
|
||||
$vcpkgBinDir = Join-Path $VcpkgRoot "installed\$Triplet\bin"
|
||||
if (Test-Path $vcpkgBinDir) {
|
||||
$dlls = @("SDL2.dll")
|
||||
foreach ($dll in $dlls) {
|
||||
$src = Join-Path $vcpkgBinDir $dll
|
||||
if (Test-Path $src) {
|
||||
Copy-Item $src $StagingDir
|
||||
Write-Host " Copied $dll"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Also copy any DLLs that ended up in the build output directory
|
||||
Get-ChildItem -Path $binDir -Filter "*.dll" -ErrorAction SilentlyContinue | ForEach-Object {
|
||||
if (-not (Test-Path (Join-Path $StagingDir $_.Name))) {
|
||||
Copy-Item $_.FullName $StagingDir
|
||||
Write-Host " Copied $($_.Name) (from build output)"
|
||||
}
|
||||
}
|
||||
|
||||
Write-Step "Done!"
|
||||
Write-Host " Executables staged in: $StagingDir"
|
||||
Write-Host " To create the installer, compile setup.iss with Inno Setup."
|
||||
Write-Host ""
|
||||
76
installer/windows/setup.iss
Normal file
76
installer/windows/setup.iss
Normal file
@@ -0,0 +1,76 @@
|
||||
; Whetstone Editor - Inno Setup Script
|
||||
; Requires Inno Setup 6.x (https://jrsoftware.org/isinfo.php)
|
||||
;
|
||||
; Build the editor first using build.ps1, then compile this script.
|
||||
|
||||
#define MyAppName "Whetstone Editor"
|
||||
#define MyAppVersion "0.1.0"
|
||||
#define MyAppPublisher "Whetstone DSL Project"
|
||||
#define MyAppURL "https://github.com/billthemaker/Whetstone_DSL"
|
||||
#define MyAppExeName "whetstone_editor.exe"
|
||||
|
||||
[Setup]
|
||||
AppId={{B7E3F2A1-4D5C-6E7F-8A9B-0C1D2E3F4A5B}
|
||||
AppName={#MyAppName}
|
||||
AppVersion={#MyAppVersion}
|
||||
AppPublisher={#MyAppPublisher}
|
||||
AppPublisherURL={#MyAppURL}
|
||||
AppSupportURL={#MyAppURL}
|
||||
DefaultDirName={autopf}\{#MyAppName}
|
||||
DefaultGroupName={#MyAppName}
|
||||
AllowNoIcons=yes
|
||||
OutputDir=..\..\editor\build\installer
|
||||
OutputBaseFilename=WhetstoneEditor-{#MyAppVersion}-setup
|
||||
Compression=lzma2
|
||||
SolidCompression=yes
|
||||
WizardStyle=modern
|
||||
ArchitecturesAllowed=x64compatible
|
||||
ArchitecturesInstallIn64BitMode=x64compatible
|
||||
; LicenseFile=..\..\LICENSE
|
||||
; Uncomment the following line to require admin privileges:
|
||||
; PrivilegesRequired=admin
|
||||
|
||||
[Languages]
|
||||
Name: "english"; MessagesFile: "compiler:Default.isl"
|
||||
|
||||
[Tasks]
|
||||
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked
|
||||
Name: "fileassoc_whet"; Description: "Associate .whet files with Whetstone Editor"; GroupDescription: "File Associations:"
|
||||
Name: "fileassoc_semanno"; Description: "Associate .semanno files with Whetstone Editor"; GroupDescription: "File Associations:"
|
||||
|
||||
[Files]
|
||||
; Main executables
|
||||
Source: "staging\whetstone_editor.exe"; DestDir: "{app}"; Flags: ignoreversion
|
||||
Source: "staging\orchestrator.exe"; DestDir: "{app}"; Flags: ignoreversion
|
||||
|
||||
; Runtime DLLs from vcpkg
|
||||
Source: "staging\SDL2.dll"; DestDir: "{app}"; Flags: ignoreversion
|
||||
Source: "staging\*.dll"; DestDir: "{app}"; Flags: ignoreversion skipifsourcedoesntexist
|
||||
|
||||
; Data files (if any)
|
||||
Source: "staging\data\*"; DestDir: "{app}\data"; Flags: ignoreversion recursesubdirs createallsubdirs skipifsourcedoesntexist
|
||||
|
||||
[Icons]
|
||||
Name: "{group}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"
|
||||
Name: "{group}\Whetstone Orchestrator"; Filename: "{app}\orchestrator.exe"
|
||||
Name: "{group}\{cm:UninstallProgram,{#MyAppName}}"; Filename: "{uninstallexe}"
|
||||
Name: "{autodesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
|
||||
|
||||
[Registry]
|
||||
; .whet file association
|
||||
Root: HKA; Subkey: "Software\Classes\.whet"; ValueType: string; ValueName: ""; ValueData: "WhetstoneFile"; Flags: uninsdeletevalue; Tasks: fileassoc_whet
|
||||
Root: HKA; Subkey: "Software\Classes\WhetstoneFile"; ValueType: string; ValueName: ""; ValueData: "Whetstone Source File"; Flags: uninsdeletekey; Tasks: fileassoc_whet
|
||||
Root: HKA; Subkey: "Software\Classes\WhetstoneFile\DefaultIcon"; ValueType: string; ValueName: ""; ValueData: "{app}\{#MyAppExeName},0"; Tasks: fileassoc_whet
|
||||
Root: HKA; Subkey: "Software\Classes\WhetstoneFile\shell\open\command"; ValueType: string; ValueName: ""; ValueData: """{app}\{#MyAppExeName}"" ""%1"""; Tasks: fileassoc_whet
|
||||
|
||||
; .semanno file association
|
||||
Root: HKA; Subkey: "Software\Classes\.semanno"; ValueType: string; ValueName: ""; ValueData: "SemannoFile"; Flags: uninsdeletevalue; Tasks: fileassoc_semanno
|
||||
Root: HKA; Subkey: "Software\Classes\SemannoFile"; ValueType: string; ValueName: ""; ValueData: "Semantic Annotation File"; Flags: uninsdeletekey; Tasks: fileassoc_semanno
|
||||
Root: HKA; Subkey: "Software\Classes\SemannoFile\DefaultIcon"; ValueType: string; ValueName: ""; ValueData: "{app}\{#MyAppExeName},0"; Tasks: fileassoc_semanno
|
||||
Root: HKA; Subkey: "Software\Classes\SemannoFile\shell\open\command"; ValueType: string; ValueName: ""; ValueData: """{app}\{#MyAppExeName}"" ""%1"""; Tasks: fileassoc_semanno
|
||||
|
||||
[Run]
|
||||
Filename: "{app}\{#MyAppExeName}"; Description: "{cm:LaunchProgram,{#StringChange(MyAppName, '&', '&&')}}"; Flags: nowait postinstall skipifsilent
|
||||
|
||||
[UninstallDelete]
|
||||
Type: filesandordirs; Name: "{app}\data"
|
||||
Reference in New Issue
Block a user