d7a9f14c1c
Fixed window movement for windows without header and some small wrong calculation inside the panel layout code. In addition I added another example implementing a simple calculator.
428 lines
16 KiB
C
428 lines
16 KiB
C
/* nuklear - v1.00 - public domain */
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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 <time.h>
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#include <limits.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 <GLFW/glfw3.h>
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#define NK_INCLUDE_FIXED_TYPES
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#define NK_INCLUDE_STANDARD_IO
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#define NK_INCLUDE_DEFAULT_ALLOCATOR
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#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
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#define NK_INCLUDE_FONT_BAKING
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#define NK_INCLUDE_DEFAULT_FONT
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#define NK_IMPLEMENTATION
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#include "../nuklear.h"
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/* macros */
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#define MAX_VERTEX_MEMORY 512 * 1024
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#define MAX_ELEMENT_MEMORY 128 * 1024
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#define UNUSED(a) (void)a
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/* ===============================================================
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*
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* DEVICE
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*
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* ===============================================================*/
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struct device {
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struct nk_buffer cmds;
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struct nk_draw_null_texture null;
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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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};
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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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nk_buffer_init_default(&dev->cmds);
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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 nk_draw_vertex);
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size_t vp = offsetof(struct nk_draw_vertex, position);
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size_t vt = offsetof(struct nk_draw_vertex, uv);
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size_t vc = offsetof(struct nk_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 void
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device_upload_atlas(struct device *dev, const void *image, int width, int height)
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{
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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)width, (GLsizei)height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image);
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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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nk_buffer_free(&dev->cmds);
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}
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static void
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device_draw(struct device *dev, struct nk_context *ctx, int width, int height,
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enum nk_anti_aliasing AA)
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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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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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const struct nk_draw_command *cmd;
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void *vertices, *elements;
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const nk_draw_index *offset = NULL;
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/* allocate vertex and element buffer */
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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 vertices & elements directly into vertex + element buffer */
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vertices = 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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/* fill converting configuration */
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struct nk_convert_config config;
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memset(&config, 0, sizeof(config));
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config.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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config.circle_segment_count = 22;
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config.curve_segment_count = 22;
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config.arc_segment_count = 22;
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config.null = dev->null;
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/* setup buffers to load vertices and elements */
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{struct nk_buffer vbuf, ebuf;
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nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
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nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
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nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);}
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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 over and execute each draw command */
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nk_draw_foreach(cmd, ctx, &dev->cmds) {
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if (!cmd->elem_count) continue;
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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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nk_clear(ctx);
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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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/* glfw callbacks (I don't know if there is a easier way to access text and scroll )*/
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static void error_callback(int e, const char *d){printf("Error %d: %s\n", e, d);}
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static void text_input(GLFWwindow *win, unsigned int codepoint)
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{nk_input_unicode((struct nk_context*)glfwGetWindowUserPointer(win), codepoint);}
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static void scroll_input(GLFWwindow *win, double _, double yoff)
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{UNUSED(_);nk_input_scroll((struct nk_context*)glfwGetWindowUserPointer(win), (float)yoff);}
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int main(int argc, char *argv[])
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{
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/* Platform */
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static GLFWwindow *win;
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int width = 0, height = 0;
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/* GUI */
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struct device device;
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struct nk_context ctx;
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struct nk_font *font;
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struct nk_font_atlas atlas;
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/* GLFW */
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glfwSetErrorCallback(error_callback);
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if (!glfwInit()) {
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fprintf(stdout, "[GFLW] failed to init!\n");
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exit(1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Demo", NULL, NULL);
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glfwMakeContextCurrent(win);
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glfwSetWindowUserPointer(win, &ctx);
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glfwSetCharCallback(win, text_input);
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glfwSetScrollCallback(win, scroll_input);
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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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fprintf(stderr, "Failed to setup GLEW\n");
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exit(1);
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}
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{/* GUI */
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device_init(&device);
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{const void *image; int w, h;
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const char *font_path = (argc > 1) ? argv[1]: 0;
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nk_font_atlas_init_default(&atlas);
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nk_font_atlas_begin(&atlas);
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if (font_path) font = nk_font_atlas_add_from_file(&atlas, font_path, 14.0f, NULL);
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else font = nk_font_atlas_add_default(&atlas, 14.0f, NULL);
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image = nk_font_atlas_bake(&atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
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device_upload_atlas(&device, image, w, h);
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nk_font_atlas_end(&atlas, nk_handle_id((int)device.font_tex), &device.null);}
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nk_init_default(&ctx, &font->handle);}
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while (!glfwWindowShouldClose(win))
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{
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/* Input */
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{double x, y;
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nk_input_begin(&ctx);
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glfwPollEvents();
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nk_input_key(&ctx, NK_KEY_DEL, glfwGetKey(win, GLFW_KEY_DELETE) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_ENTER, glfwGetKey(win, GLFW_KEY_ENTER) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_TAB, glfwGetKey(win, GLFW_KEY_TAB) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_BACKSPACE, glfwGetKey(win, GLFW_KEY_BACKSPACE) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_LEFT, glfwGetKey(win, GLFW_KEY_LEFT) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_RIGHT, glfwGetKey(win, GLFW_KEY_RIGHT) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_UP, glfwGetKey(win, GLFW_KEY_UP) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_DOWN, glfwGetKey(win, GLFW_KEY_DOWN) == GLFW_PRESS);
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if (glfwGetKey(win, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS ||
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glfwGetKey(win, GLFW_KEY_RIGHT_CONTROL)) {
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nk_input_key(&ctx, NK_KEY_COPY, glfwGetKey(win, GLFW_KEY_C) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_PASTE, glfwGetKey(win, GLFW_KEY_P) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_X) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_CUT, glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS);
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nk_input_key(&ctx, NK_KEY_SHIFT, 1);
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} else {
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nk_input_key(&ctx, NK_KEY_COPY, 0);
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nk_input_key(&ctx, NK_KEY_PASTE, 0);
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nk_input_key(&ctx, NK_KEY_CUT, 0);
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nk_input_key(&ctx, NK_KEY_SHIFT, 0);
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}
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glfwGetCursorPos(win, &x, &y);
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nk_input_motion(&ctx, (int)x, (int)y);
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nk_input_button(&ctx, NK_BUTTON_LEFT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
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nk_input_button(&ctx, NK_BUTTON_MIDDLE, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
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nk_input_button(&ctx, NK_BUTTON_RIGHT, (int)x, (int)y, glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
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nk_input_end(&ctx);}
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/* GUI */
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{struct nk_panel layout;
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if (nk_begin(&ctx, &layout, "Calculator", nk_rect(10, 10, 180, 250),
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NK_WINDOW_BORDER|NK_WINDOW_NO_SCROLLBAR|NK_WINDOW_MOVABLE))
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{
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static int set = 0, prev = 0, op = 0;
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static const char numbers[] = "789456123";
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static const char ops[] = "+-*/";
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static double a = 0, b = 0;
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static double *current = &a;
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size_t i = 0;
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int solve = 0;
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{int len; char buffer[256];
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nk_layout_row_dynamic(&ctx, 35, 1);
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len = snprintf(buffer, 256, "%.2f", *current);
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nk_edit_string(&ctx, NK_EDIT_SIMPLE, buffer, &len, 255, nk_filter_float);
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buffer[len] = 0;
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*current = atof(buffer);}
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nk_layout_row_dynamic(&ctx, 35, 4);
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for (i = 0; i < 16; ++i) {
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if (i >= 12 && i < 15) {
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if (i > 12) continue;
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if (nk_button_label(&ctx, "C", NK_BUTTON_DEFAULT)) {
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a = b = op = 0; current = &a; set = 0;
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} if (nk_button_label(&ctx, "0", NK_BUTTON_DEFAULT)) {
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*current = *current*10.0f; set = 0;
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}
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if (nk_button_label(&ctx, "=", NK_BUTTON_DEFAULT)) {
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solve = 1; prev = op; op = 0;
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}
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} else if (((i+1) % 4)) {
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if (nk_button_text(&ctx, &numbers[(i/4)*3+i%4], 1, NK_BUTTON_DEFAULT)) {
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*current = *current * 10.0f + numbers[(i/4)*3+i%4] - '0';
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set = 0;
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}
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} else if (nk_button_text(&ctx, &ops[i/4], 1, NK_BUTTON_DEFAULT)) {
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if (!set) {
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if (current != &b) {
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current = &b;
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} else {
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prev = op;
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solve = 1;
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}
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}
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op = ops[i/4];
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set = 1;
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}
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}
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if (solve) {
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if (prev == '+') a = a + b;
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if (prev == '-') a = a - b;
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if (prev == '*') a = a * b;
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if (prev == '/') a = a / b;
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current = &a;
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if (set) current = &b;
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b = 0; set = 0;
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}
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}
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nk_end(&ctx);}
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/* Draw */
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glfwGetWindowSize(win, &width, &height);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
|
device_draw(&device, &ctx, width, height, NK_ANTI_ALIASING_ON);
|
|
glfwSwapBuffers(win);
|
|
}
|
|
|
|
nk_font_atlas_clear(&atlas);
|
|
nk_free(&ctx);
|
|
device_shutdown(&device);
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|
|
|