diff --git a/editor/CMakeLists.txt b/editor/CMakeLists.txt index 2c9e4fa..a830a66 100644 --- a/editor/CMakeLists.txt +++ b/editor/CMakeLists.txt @@ -4,15 +4,8 @@ project(WhetstoneEditor LANGUAGES CXX) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) -# nlohmann/json (header-only, fetched once) -include(FetchContent) -FetchContent_Declare( - json - GIT_REPOSITORY https://github.com/nlohmann/json.git - GIT_TAG v3.11.3 - GIT_SHALLOW TRUE -) -FetchContent_MakeAvailable(json) +# Use vcpkg-installed nlohmann_json instead of FetchContent +find_package(nlohmann_json CONFIG REQUIRED) add_executable(step1_test tests/step1_test.cpp) target_include_directories(step1_test PRIVATE src) @@ -205,12 +198,57 @@ target_include_directories(step70_test PRIVATE src) add_executable(step71_test tests/step71_test.cpp) target_include_directories(step71_test PRIVATE src) -add_executable(whetstone_editor src/main.cpp) -target_include_directories(whetstone_editor PRIVATE src) -# find_package(SDL2 REQUIRED) # Commented out for now to avoid build issues -# find_package(OpenGL REQUIRED) -# find_package(glad REQUIRED) -target_link_libraries(whetstone_editor PRIVATE nlohmann_json::nlohmann_json) # Only link JSON library for now +find_package(SDL2 CONFIG REQUIRED) +find_package(OpenGL REQUIRED) +find_package(glad CONFIG REQUIRED) +find_package(imgui CONFIG REQUIRED) + +# imgui SDL2 backend: vcpkg removed the sdl2-binding feature in imgui 1.91+. +# We compile the backend sources directly from imgui's source tree. +set(IMGUI_BACKENDS_DIR "${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include") +set(IMGUI_SDL2_BACKEND "") +if(EXISTS "${IMGUI_BACKENDS_DIR}/imgui_impl_sdl2.h") + # vcpkg installed the SDL2 backend (older vcpkg or feature restored) + message(STATUS "Using vcpkg-installed imgui SDL2 backend") +else() + # Compile SDL2 backend from imgui source (shipped in backends/ of the port) + file(GLOB _imgui_sdl2_src + "${_VCPKG_INSTALLED_DIR}/../buildtrees/imgui/src/*/backends/imgui_impl_sdl2.cpp" + ) + if(NOT _imgui_sdl2_src) + # Fallback: look for the backend in a local copy + if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/src/imgui_backends/imgui_impl_sdl2.cpp") + set(_imgui_sdl2_src "${CMAKE_CURRENT_SOURCE_DIR}/src/imgui_backends/imgui_impl_sdl2.cpp") + endif() + endif() + if(_imgui_sdl2_src) + list(GET _imgui_sdl2_src 0 _imgui_sdl2_src) + get_filename_component(_imgui_sdl2_dir "${_imgui_sdl2_src}" DIRECTORY) + message(STATUS "Compiling imgui SDL2 backend from: ${_imgui_sdl2_dir}") + set(IMGUI_SDL2_BACKEND "${_imgui_sdl2_src}") + else() + message(WARNING "imgui SDL2 backend not found. Editor will not compile. " + "Copy imgui_impl_sdl2.cpp/.h into editor/src/imgui_backends/") + endif() +endif() + +add_executable(whetstone_editor src/main.cpp ${IMGUI_SDL2_BACKEND}) +target_include_directories(whetstone_editor PRIVATE + src + ${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include/imgui + ${VCPKG_INSTALLED_DIR}/${VCPKG_TARGET_TRIPLET}/include +) +if(IMGUI_SDL2_BACKEND) + get_filename_component(_sdl2_backend_dir "${IMGUI_SDL2_BACKEND}" DIRECTORY) + target_include_directories(whetstone_editor PRIVATE "${_sdl2_backend_dir}") +endif() +target_link_libraries(whetstone_editor PRIVATE + SDL2::SDL2 + SDL2::SDL2main + OpenGL::GL + glad::glad + imgui::imgui + nlohmann_json::nlohmann_json) add_executable(orchestrator src/orchestrator_main.cpp) target_include_directories(orchestrator PRIVATE src) diff --git a/editor/CMakePresets.json b/editor/CMakePresets.json new file mode 100644 index 0000000..d6cd956 --- /dev/null +++ b/editor/CMakePresets.json @@ -0,0 +1,82 @@ +{ + "version": 3, + "cmakeMinimumRequired": { + "major": 3, + "minor": 20, + "patch": 0 + }, + "configurePresets": [ + { + "name": "base", + "hidden": true, + "cacheVariables": { + "CMAKE_CXX_STANDARD": "20", + "CMAKE_CXX_STANDARD_REQUIRED": "ON" + } + }, + { + "name": "windows-msvc", + "displayName": "Windows x64 (MSVC)", + "description": "Build with Visual Studio 2022 and vcpkg on Windows", + "inherits": "base", + "generator": "Visual Studio 17 2022", + "architecture": { + "value": "x64", + "strategy": "set" + }, + "binaryDir": "${sourceDir}/build", + "cacheVariables": { + "CMAKE_TOOLCHAIN_FILE": { + "type": "FILEPATH", + "value": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake" + }, + "VCPKG_TARGET_TRIPLET": "x64-windows" + }, + "condition": { + "type": "equals", + "lhs": "${hostSystemName}", + "rhs": "Windows" + } + }, + { + "name": "linux-gcc", + "displayName": "Linux x64 (GCC)", + "description": "Build with GCC and vcpkg on Linux", + "inherits": "base", + "generator": "Unix Makefiles", + "binaryDir": "${sourceDir}/build", + "cacheVariables": { + "CMAKE_TOOLCHAIN_FILE": { + "type": "FILEPATH", + "value": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake" + }, + "VCPKG_TARGET_TRIPLET": "x64-linux", + "CMAKE_BUILD_TYPE": "Release" + }, + "condition": { + "type": "equals", + "lhs": "${hostSystemName}", + "rhs": "Linux" + } + } + ], + "buildPresets": [ + { + "name": "windows-release", + "displayName": "Windows Release", + "configurePreset": "windows-msvc", + "configuration": "Release" + }, + { + "name": "windows-debug", + "displayName": "Windows Debug", + "configurePreset": "windows-msvc", + "configuration": "Debug" + }, + { + "name": "linux-release", + "displayName": "Linux Release", + "configurePreset": "linux-gcc" + } + ] +} diff --git a/editor/src/Orchestrator.h b/editor/src/Orchestrator.h index 3d94ddc..875e1a5 100644 --- a/editor/src/Orchestrator.h +++ b/editor/src/Orchestrator.h @@ -238,8 +238,8 @@ public: return true; } - // Helper function to find a node by ID in the AST (needs to be implemented) - ASTNode* findNodeById(ASTNode* root, const std::string& id) { + // Helper function to find a node by ID in the AST + ASTNode* findNodeById(ASTNode* root, const std::string& id) const { if (!root) return nullptr; if (root->id == id) return root; @@ -395,4 +395,14 @@ public: // If the result is not an error, assume success return result.find("Error") == std::string::npos; } + + // Overload: save raw content string to a file via Emacs + bool saveContent(const std::string& path, const std::string& content) { + std::string command = "(with-current-buffer (find-file-noselect \"" + path + "\")" + + "(erase-buffer)" + + "(insert \"" + content + "\")" + + "(write-file \"" + path + "\"))"; + std::string result = sendToEmacs(command); + return result.find("Error") == std::string::npos; + } }; \ No newline at end of file diff --git a/editor/src/ast/Generator.h b/editor/src/ast/Generator.h index b37b63c..eb2d568 100644 --- a/editor/src/ast/Generator.h +++ b/editor/src/ast/Generator.h @@ -1276,6 +1276,26 @@ public: std::string visitLangSpecific(const LangSpecific* annotation) override { return "; @lang_specific(" + annotation->language + ", " + annotation->idiomType + ")"; } + + std::string visitDeallocateAnnotation(const DeallocateAnnotation* annotation) override { + return "; @dealloc(" + annotation->strategy + ")"; + } + + std::string visitLifetimeAnnotation(const LifetimeAnnotation* annotation) override { + return "; @lifetime(" + annotation->strategy + ")"; + } + + std::string visitReclaimAnnotation(const ReclaimAnnotation* annotation) override { + return "; @reclaim(" + annotation->strategy + ")"; + } + + std::string visitOwnerAnnotation(const OwnerAnnotation* annotation) override { + return "; @owner(" + annotation->strategy + ")"; + } + + std::string visitAllocateAnnotation(const AllocateAnnotation* annotation) override { + return "; @allocate(" + annotation->strategy + ")"; + } }; class CppGenerator : public ProjectionGenerator { diff --git a/editor/src/imgui_backends/imgui_impl_sdl2.cpp b/editor/src/imgui_backends/imgui_impl_sdl2.cpp new file mode 100644 index 0000000..0be2f2c --- /dev/null +++ b/editor/src/imgui_backends/imgui_impl_sdl2.cpp @@ -0,0 +1,847 @@ +// 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.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 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) +// 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) +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. +// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 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) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). +// 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. +// 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) +// 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 +#include +#ifdef __APPLE__ +#include +#endif +#ifdef __EMSCRIPTEN__ +#include +#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 +#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 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 diff --git a/editor/src/imgui_backends/imgui_impl_sdl2.h b/editor/src/imgui_backends/imgui_impl_sdl2.h new file mode 100644 index 0000000..3c47756 --- /dev/null +++ b/editor/src/imgui_backends/imgui_impl_sdl2.h @@ -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 diff --git a/editor/src/main.cpp b/editor/src/main.cpp index f33cb63..3ed30d1 100644 --- a/editor/src/main.cpp +++ b/editor/src/main.cpp @@ -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 diff --git a/editor/src/orchestrator_main.cpp b/editor/src/orchestrator_main.cpp index d4d32b5..f9480fe 100644 --- a/editor/src/orchestrator_main.cpp +++ b/editor/src/orchestrator_main.cpp @@ -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 { diff --git a/editor/vcpkg.json b/editor/vcpkg.json new file mode 100644 index 0000000..12a3d40 --- /dev/null +++ b/editor/vcpkg.json @@ -0,0 +1,15 @@ +{ + "name": "whetstone-editor", + "version": "0.1.0", + "dependencies": [ + "nlohmann-json", + "sdl2", + { + "name": "imgui", + "features": ["docking-experimental", "opengl3-binding"], + "$comment": "SDL2 backend compiled locally (sdl2-binding removed from vcpkg imgui 1.91+)" + }, + "glad", + "opengl" + ] +} diff --git a/installer/linux/build.sh b/installer/linux/build.sh new file mode 100644 index 0000000..fed75e6 --- /dev/null +++ b/installer/linux/build.sh @@ -0,0 +1,195 @@ +#!/usr/bin/env bash +# Whetstone Editor - Linux Build Script +# Prerequisites: GCC/Clang, CMake 3.20+, vcpkg or system packages +# Usage: ./build.sh [--config Release|Debug] [--vcpkg-root /path/to/vcpkg] [--system-packages] [--package deb|tar] + +set -euo pipefail + +CONFIG="Release" +VCPKG_ROOT="${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" < $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 > "$DESKTOP_FILE" < "$MIME_DIR/whetstone.xml" < + + + Whetstone Source File + + + + Semantic Annotation File + + + +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: $DESKTOP_FILE" +echo "" diff --git a/installer/windows/build.ps1 b/installer/windows/build.ps1 new file mode 100644 index 0000000..8f7103a --- /dev/null +++ b/installer/windows/build.ps1 @@ -0,0 +1,165 @@ +# Whetstone Editor - Windows Build Script +# Prerequisites: Visual Studio 2022, CMake 3.20+, vcpkg +# Usage: .\build.ps1 [-Config Release|Debug] [-VcpkgRoot E:\vcpkg] + +param( + [ValidateSet("Release", "Debug")] + [string]$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 ." +} +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 "" diff --git a/installer/windows/setup.iss b/installer/windows/setup.iss new file mode 100644 index 0000000..6ae5504 --- /dev/null +++ b/installer/windows/setup.iss @@ -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"