543 lines
18 KiB
C
543 lines
18 KiB
C
/*
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Copyright (c) 2015 Micha Mettke
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <stdarg.h>
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#include <string.h>
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#include <math.h>
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#include <assert.h>
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#include <math.h>
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <SDL2/SDL.h>
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/* macros */
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#define DTIME 33
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#define MAX_DRAW_COMMAND_MEMORY (4 * 1024)
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#define MIN(a,b) ((a) < (b) ? (a) : (b))
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#define MAX(a,b) ((a) < (b) ? (b) : (a))
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#define CLAMP(i,v,x) (MAX(MIN(v,x), i))
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#define LEN(a) (sizeof(a)/sizeof(a)[0])
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#define UNUSED(a) ((void)(a))
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#include "../zahnrad.h"
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static void clipboard_set(const char *text){SDL_SetClipboardText(text);}
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static zr_bool clipboard_is_filled(void) {return SDL_HasClipboardText();}
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static const char* clipboard_get(void){return SDL_GetClipboardText();}
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#include "demo.c"
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/* ==============================================================
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*
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* Utility
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*
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* ===============================================================*/
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static void
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die(const char *fmt, ...)
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{
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va_list ap;
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va_start(ap, fmt);
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vfprintf(stderr, fmt, ap);
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va_end(ap);
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fputs("\n", stderr);
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exit(EXIT_FAILURE);
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}
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static char*
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file_load(const char* path, size_t* siz)
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{
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char *buf;
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FILE *fd = fopen(path, "rb");
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if (!fd) die("Failed to open file: %s\n", path);
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fseek(fd, 0, SEEK_END);
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*siz = (size_t)ftell(fd);
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fseek(fd, 0, SEEK_SET);
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buf = (char*)calloc(*siz, 1);
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fread(buf, *siz, 1, fd);
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fclose(fd);
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return buf;
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}
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struct device {
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GLuint vbo, vao, ebo;
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GLuint prog;
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GLuint vert_shdr;
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GLuint frag_shdr;
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GLint attrib_pos;
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GLint attrib_uv;
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GLint attrib_col;
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GLint uniform_tex;
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GLint uniform_proj;
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GLuint font_tex;
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struct zr_draw_null_texture null;
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struct zr_buffer cmds;
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};
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static void
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device_init(struct device *dev)
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{
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GLint status;
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static const GLchar *vertex_shader =
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"#version 300 es\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 TexCoord;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main() {\n"
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" Frag_UV = TexCoord;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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static const GLchar *fragment_shader =
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"#version 300 es\n"
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main(){\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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dev->prog = glCreateProgram();
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dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
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dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
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glCompileShader(dev->vert_shdr);
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glCompileShader(dev->frag_shdr);
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glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
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assert(status == GL_TRUE);
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glAttachShader(dev->prog, dev->vert_shdr);
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glAttachShader(dev->prog, dev->frag_shdr);
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glLinkProgram(dev->prog);
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glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
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assert(status == GL_TRUE);
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dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
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dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
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dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
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dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
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dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
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{
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/* buffer setup */
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GLsizei vs = sizeof(struct zr_draw_vertex);
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size_t vp = offsetof(struct zr_draw_vertex, position);
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size_t vt = offsetof(struct zr_draw_vertex, uv);
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size_t vc = offsetof(struct zr_draw_vertex, col);
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glGenBuffers(1, &dev->vbo);
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glGenBuffers(1, &dev->ebo);
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glGenVertexArrays(1, &dev->vao);
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glEnableVertexAttribArray((GLuint)dev->attrib_pos);
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glEnableVertexAttribArray((GLuint)dev->attrib_uv);
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glEnableVertexAttribArray((GLuint)dev->attrib_col);
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glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
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glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
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glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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static struct zr_user_font
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font_bake_and_upload(struct device *dev, struct zr_font *font,
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const char *path, unsigned int font_height, const zr_long *range)
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{
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zr_size glyph_count;
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zr_size img_width, img_height;
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struct zr_font_glyph *glyphes;
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struct zr_baked_font baked_font;
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struct zr_user_font user_font;
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struct zr_recti custom;
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memset(&baked_font, 0, sizeof(baked_font));
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memset(&user_font, 0, sizeof(user_font));
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memset(&custom, 0, sizeof(custom));
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{
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/* bake and upload font texture */
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void *img, *tmp;
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size_t ttf_size;
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zr_size tmp_size, img_size;
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const char *custom_data = "....";
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struct zr_font_config config;
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char *ttf_blob = file_load(path, &ttf_size);
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if (!ttf_blob)
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die("[Font]: %s is not a file or cannot be found!\n", path);
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/* setup font configuration */
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memset(&config, 0, sizeof(config));
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config.ttf_blob = ttf_blob;
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config.ttf_size = ttf_size;
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config.font = &baked_font;
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config.coord_type = ZR_COORD_UV;
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config.range = range;
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config.pixel_snap = zr_false;
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config.size = (zr_float)font_height;
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config.spacing = zr_vec2(0,0);
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config.oversample_h = 1;
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config.oversample_v = 1;
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/* query needed amount of memory for the font baking process */
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zr_font_bake_memory(&tmp_size, &glyph_count, &config, 1);
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glyphes = (struct zr_font_glyph*)calloc(sizeof(struct zr_font_glyph), glyph_count);
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tmp = calloc(1, tmp_size);
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/* pack all glyphes and return needed image width height and memory size*/
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custom.w = 2; custom.h = 2;
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if (!zr_font_bake_pack(&img_size, &img_width,&img_height,&custom,tmp,tmp_size,&config, 1))
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die("[Font]: failed to load font!\n");
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/* bake all glyphes and custom white pixel into image */
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img = calloc(1, img_size);
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zr_font_bake(img, img_width, img_height, tmp, tmp_size, glyphes, glyph_count, &config, 1);
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zr_font_bake_custom_data(img, img_width, img_height, custom, custom_data, 2, 2, '.', 'X');
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{
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/* convert alpha8 image into rgba8 image */
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void *img_rgba = calloc(4, img_height * img_width);
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zr_font_bake_convert(img_rgba, (zr_ushort)img_width, (zr_ushort)img_height, img);
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free(img);
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img = img_rgba;
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}
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{
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/* upload baked font image */
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glGenTextures(1, &dev->font_tex);
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glBindTexture(GL_TEXTURE_2D, dev->font_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)img_width, (GLsizei)img_height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, img);
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}
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free(ttf_blob);
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free(tmp);
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free(img);
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}
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/* default white pixel in a texture which is needed to draw primitives */
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dev->null.texture.id = (zr_int)dev->font_tex;
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dev->null.uv = zr_vec2((custom.x + 0.5f)/(zr_float)img_width,
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(custom.y + 0.5f)/(zr_float)img_height);
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/* setup font with glyphes. IMPORTANT: the font only references the glyphes
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this was done to have the possibility to have multible fonts with one
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total glyph array. Not quite sure if it is a good thing since the
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glyphes have to be freed as well. */
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zr_font_init(font, (zr_float)font_height, '?', glyphes, &baked_font, dev->null.texture);
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user_font = zr_font_ref(font);
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return user_font;
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}
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static void
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device_shutdown(struct device *dev)
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{
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glDetachShader(dev->prog, dev->vert_shdr);
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glDetachShader(dev->prog, dev->frag_shdr);
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glDeleteShader(dev->vert_shdr);
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glDeleteShader(dev->frag_shdr);
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glDeleteProgram(dev->prog);
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glDeleteTextures(1, &dev->font_tex);
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glDeleteBuffers(1, &dev->vbo);
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glDeleteBuffers(1, &dev->ebo);
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}
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/* this is stupid but needed for C89 since sinf and cosf do not exist */
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static zr_float fsin(zr_float f) {return (zr_float)sin(f);}
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static zr_float fcos(zr_float f) {return (zr_float)cos(f);}
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static void
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device_draw(struct device *dev, struct zr_command_queue *queue, int width, int height)
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{
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GLint last_prog, last_tex;
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GLint last_ebo, last_vbo, last_vao;
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GLfloat ortho[4][4] = {
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{2.0f, 0.0f, 0.0f, 0.0f},
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{0.0f,-2.0f, 0.0f, 0.0f},
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{0.0f, 0.0f,-1.0f, 0.0f},
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{-1.0f,1.0f, 0.0f, 1.0f},
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};
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ortho[0][0] /= (GLfloat)width;
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ortho[1][1] /= (GLfloat)height;
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/* save previous opengl state */
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_prog);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_tex);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_vao);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_ebo);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vbo);
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/* setup global state */
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glViewport(0, 0, width, height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glActiveTexture(GL_TEXTURE0);
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/* setup program */
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glUseProgram(dev->prog);
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glUniform1i(dev->uniform_tex, 0);
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glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
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{
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/* convert from command queue into draw list and draw to screen */
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struct zr_draw_list draw_list;
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const struct zr_draw_command *cmd;
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static const GLsizeiptr max_vertex_memory = 128 * 1024;
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static const GLsizeiptr max_element_memory = 32 * 1024;
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void *vertexes, *elements;
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const zr_draw_index *offset = NULL;
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/* allocate vertex and element buffer */
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memset(&draw_list, 0, sizeof(draw_list));
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glBufferData(GL_ARRAY_BUFFER, max_vertex_memory, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_memory, NULL, GL_STREAM_DRAW);
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/* load draw vertexes & elements directly into vertex + element buffer */
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vertexes = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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{
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struct zr_buffer vbuf, ebuf;
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zr_buffer_init_fixed(&vbuf, vertexes, (zr_size)max_vertex_memory);
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zr_buffer_init_fixed(&ebuf, elements, (zr_size)max_element_memory);
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zr_draw_list_init(&draw_list, &dev->cmds, &vbuf, &ebuf,
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fsin, fcos, dev->null, ZR_ANTI_ALIASING_ON);
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zr_draw_list_load(&draw_list, queue, 1.0f, 22);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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/* iterate and execute each draw command */
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zr_foreach_draw_command(cmd, &draw_list) {
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor((GLint)cmd->clip_rect.x,
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height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h),
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(GLint)cmd->clip_rect.w, (GLint)cmd->clip_rect.h);
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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offset += cmd->elem_count;
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}
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zr_command_queue_clear(queue);
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zr_draw_list_clear(&draw_list);
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}
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/* restore old state */
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glUseProgram((GLuint)last_prog);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_tex);
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glBindBuffer(GL_ARRAY_BUFFER, (GLuint)last_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)last_ebo);
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glBindVertexArray((GLuint)last_vao);
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glDisable(GL_SCISSOR_TEST);
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}
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static void
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key(struct zr_input *in, SDL_Event *evt, zr_bool down)
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{
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const Uint8* state = SDL_GetKeyboardState(NULL);
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SDL_Keycode sym = evt->key.keysym.sym;
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if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
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zr_input_key(in, ZR_KEY_SHIFT, down);
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else if (sym == SDLK_DELETE)
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zr_input_key(in, ZR_KEY_DEL, down);
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else if (sym == SDLK_RETURN)
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zr_input_key(in, ZR_KEY_ENTER, down);
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else if (sym == SDLK_SPACE)
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zr_input_key(in, ZR_KEY_SPACE, down);
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else if (sym == SDLK_BACKSPACE)
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zr_input_key(in, ZR_KEY_BACKSPACE, down);
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else if (sym == SDLK_LEFT)
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zr_input_key(in, ZR_KEY_LEFT, down);
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else if (sym == SDLK_RIGHT)
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zr_input_key(in, ZR_KEY_RIGHT, down);
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else if (sym == SDLK_c)
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zr_input_key(in, ZR_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
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else if (sym == SDLK_v)
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zr_input_key(in, ZR_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
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else if (sym == SDLK_x)
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zr_input_key(in, ZR_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
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}
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static void
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motion(struct zr_input *in, SDL_Event *evt)
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{
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const zr_int x = evt->motion.x;
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const zr_int y = evt->motion.y;
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zr_input_motion(in, x, y);
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}
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static void
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btn(struct zr_input *in, SDL_Event *evt, zr_bool down)
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{
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const zr_int x = evt->button.x;
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const zr_int y = evt->button.y;
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if (evt->button.button == SDL_BUTTON_LEFT)
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zr_input_button(in, ZR_BUTTON_LEFT, x, y, down);
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if (evt->button.button == SDL_BUTTON_RIGHT)
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zr_input_button(in, ZR_BUTTON_RIGHT, x, y, down);
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}
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static void
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text(struct zr_input *in, SDL_Event *evt)
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{
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zr_glyph glyph;
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memcpy(glyph, evt->text.text, ZR_UTF_SIZE);
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zr_input_glyph(in, glyph);
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}
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static void
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resize(SDL_Event *evt)
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{
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if (evt->window.event != SDL_WINDOWEVENT_RESIZED) return;
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glViewport(0, 0, evt->window.data1, evt->window.data2);
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}
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static void* mem_alloc(zr_handle unused, zr_size size)
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{UNUSED(unused); return calloc(1, size);}
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static void* mem_realloc(zr_handle unused, void *ptr, zr_size size)
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{UNUSED(unused); return realloc(ptr, size);}
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static void mem_free(zr_handle unused, void *ptr)
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{UNUSED(unused); free(ptr);}
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int
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main(int argc, char *argv[])
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{
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/* Platform */
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const char *font_path;
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SDL_Window *win;
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SDL_GLContext glContext;
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int win_width, win_height;
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unsigned int started;
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unsigned int dt;
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int width = 0, height = 0;
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|
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/* GUI */
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struct zr_allocator alloc;
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struct device device;
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struct demo_gui gui;
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struct zr_font font;
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font_path = argv[1];
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if (argc < 2)
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die("Missing TTF Font file argument!");
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|
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/* SDL */
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SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_EVENTS);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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win = SDL_CreateWindow("Demo",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN);
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glContext = SDL_GL_CreateContext(win);
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SDL_GetWindowSize(win, &win_width, &win_height);
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/* OpenGL */
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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glewExperimental = 1;
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if (glewInit() != GLEW_OK)
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die("Failed to setup GLEW\n");
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|
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/* GUI */
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alloc.userdata.ptr = NULL;
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alloc.alloc = mem_alloc;
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alloc.realloc = mem_realloc;
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alloc.free = mem_free;
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memset(&gui, 0, sizeof gui);
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zr_buffer_init(&device.cmds, &alloc, 1024, 2.0f);
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zr_command_queue_init(&gui.queue, &alloc, 1024, 2.0f);
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gui.font = font_bake_and_upload(&device, &font, font_path, 14,
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zr_font_default_glyph_ranges());
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|
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init_demo(&gui);
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device_init(&device);
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|
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while (gui.running) {
|
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/* Input */
|
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SDL_Event evt;
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started = SDL_GetTicks();
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zr_input_begin(&gui.input);
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while (SDL_PollEvent(&evt)) {
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if (evt.type == SDL_WINDOWEVENT) resize(&evt);
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else if (evt.type == SDL_QUIT) goto cleanup;
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else if (evt.type == SDL_KEYUP) key(&gui.input, &evt, zr_false);
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else if (evt.type == SDL_KEYDOWN) key(&gui.input, &evt, zr_true);
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else if (evt.type == SDL_MOUSEBUTTONDOWN) btn(&gui.input, &evt, zr_true);
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else if (evt.type == SDL_MOUSEBUTTONUP) btn(&gui.input, &evt, zr_false);
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else if (evt.type == SDL_MOUSEMOTION) motion(&gui.input, &evt);
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else if (evt.type == SDL_TEXTINPUT) text(&gui.input, &evt);
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else if (evt.type == SDL_MOUSEWHEEL)
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zr_input_scroll(&gui.input,(float)evt.wheel.y);
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}
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zr_input_end(&gui.input);
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|
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/* GUI */
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SDL_GetWindowSize(win, &width, &height);
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gui.w = (zr_size)width;
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gui.h = (zr_size)height;
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run_demo(&gui);
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|
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/* Draw */
|
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
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device_draw(&device, &gui.queue, width, height);
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SDL_GL_SwapWindow(win);
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|
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/* Timing */
|
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dt = SDL_GetTicks() - started;
|
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if (dt < DTIME)
|
|
SDL_Delay(DTIME - dt);
|
|
}
|
|
|
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cleanup:
|
|
/* Cleanup */
|
|
free(font.glyphes);
|
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zr_command_queue_free(&gui.queue);
|
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zr_buffer_free(&device.cmds);
|
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device_shutdown(&device);
|
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SDL_GL_DeleteContext(glContext);
|
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SDL_DestroyWindow(win);
|
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SDL_Quit();
|
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return 0;
|
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}
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