backport imgui goodies from gl02

This commit is contained in:
Edgaru089 2022-01-24 22:40:53 +08:00
parent 74283d7147
commit 13649fad18
7 changed files with 425 additions and 106 deletions

View File

@ -27,6 +27,7 @@ type Game struct {
fbSize itype.Vec2i fbSize itype.Vec2i
io imgui.IO io imgui.IO
gui guiState
paused bool paused bool
} }

122
internal/game/imgui.go Normal file
View File

@ -0,0 +1,122 @@
package game
import (
"fmt"
"log"
"os"
"runtime"
"edgaru089.ml/go/gl01/internal/asset"
"edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/util/itype"
"edgaru089.ml/go/gl01/internal/world"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/inkyblackness/imgui-go/v4"
)
type guiState struct {
showLog, showDebugInfo bool
logFollow bool
loadChunkFile string
loadChunkID [2]int32
saveChunkFile string
saveChunkID [2]int32
}
func (g *Game) initImgui(win *glfw.Window) {
imgui.CreateContext(nil)
g.io = imgui.CurrentIO()
cfg := imgui.NewFontConfig()
cfg.SetOversampleH(1)
cfg.SetOversampleV(1)
cfg.SetPixelSnapH(true)
g.io.Fonts().AddFontFromMemoryTTFV(asset.Unifont, 16, cfg, g.io.Fonts().GlyphRangesChineseFull())
igwrap.Init(win)
g.gui = guiState{
showLog: true,
showDebugInfo: false,
logFollow: true,
loadChunkFile: "chunk.gob",
loadChunkID: [2]int32{0, 0},
saveChunkFile: "chunk.gob",
saveChunkID: [2]int32{0, 0},
}
}
func (g *Game) imgui() {
if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) {
pos := g.player.Position()
vel := g.player.Speed()
imgui.Text(fmt.Sprintf("Pos: (%.5f, %.5f, %.5f), Vel: (%.5f, %.5f, %.5f)", pos[0], pos[1], pos[2], vel[0], vel[1], vel[2]))
}
imgui.End()
if imgui.BeginV("Go Runtime", nil, imgui.WindowFlagsAlwaysAutoResize) {
imgui.Text(fmt.Sprintf("%s/%s, compiler: %s", runtime.GOOS, runtime.GOARCH, runtime.Compiler))
imgui.Text(fmt.Sprintf("NumCPU=%d, NumGOMAXPROCS=%d", runtime.NumCPU(), runtime.GOMAXPROCS(0)))
imgui.Text(fmt.Sprintf("NumCgoCalls=%d, NumGoroutine=%d", runtime.NumCgoCall(), runtime.NumGoroutine()))
imgui.Spacing()
if imgui.ButtonV("!!! PANIC !!!", imgui.Vec2{X: -2, Y: 0}) {
panic("Manual Panic")
}
}
imgui.End()
if igwrap.Begin("Logs", &g.gui.showLog, imgui.WindowFlagsMenuBar) {
if imgui.BeginMenuBar() {
if imgui.Button("Clear") {
logs = ""
}
if imgui.Button("Add Logs") {
for i := 0; i < 8; i++ {
log.Print("Added logs")
}
}
imgui.Checkbox("Autoscroll", &g.gui.logFollow)
imgui.EndMenuBar()
}
imgui.BeginChildV("LogScroll", imgui.Vec2{}, true, 0)
imgui.Text(logs)
if g.gui.logFollow && imgui.ScrollY() >= imgui.ScrollMaxY() {
imgui.SetScrollHereY(1.0)
}
imgui.EndChild()
imgui.End()
}
if imgui.Begin("Actions") {
imgui.Text("Chunks")
imgui.Separator()
imgui.InputText("Load Filename", &g.gui.loadChunkFile)
imgui.SliderInt2("Load ID", &g.gui.loadChunkID, -10, 10)
if imgui.ButtonV("Load", imgui.Vec2{X: -2, Y: 0}) {
c := &world.Chunk{}
f, err := os.Open(g.gui.loadChunkFile)
if err != nil {
log.Print("LoadChunk: ", err)
} else {
c.LoadFromGobIndexed(f, int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]))
g.world.SetChunk(int(g.gui.loadChunkID[0]), int(g.gui.loadChunkID[1]), c)
}
}
imgui.Separator()
imgui.InputText("Save Filename", &g.gui.saveChunkFile)
imgui.SliderInt2("Save ID", &g.gui.saveChunkID, -10, 10)
if imgui.ButtonV("Save", imgui.Vec2{X: -2, Y: 0}) {
c := g.world.Chunks[itype.Vec2i{int(g.gui.saveChunkID[0]), int(g.gui.saveChunkID[1])}]
f, _ := os.Create(g.gui.saveChunkFile)
c.WriteToGob(f)
f.Close()
}
imgui.Separator()
}
imgui.End()
}

View File

@ -1,14 +1,11 @@
package game package game
import ( import (
"fmt"
"image/color" "image/color"
"log" "log"
"os" "os"
"runtime"
"time" "time"
"edgaru089.ml/go/gl01/internal/asset"
"edgaru089.ml/go/gl01/internal/igwrap" "edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/io" "edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/render" "edgaru089.ml/go/gl01/internal/render"
@ -23,28 +20,6 @@ import (
var logs string var logs string
type actions struct {
loadChunkFile string
loadChunkID [2]int32
saveChunkFile string
saveChunkID [2]int32
}
var action *actions
var logFollow *bool
func init() {
action = &actions{
loadChunkFile: "chunk.gob",
loadChunkID: [2]int32{0, 0},
saveChunkFile: "chunk.gob",
saveChunkID: [2]int32{0, 0},
}
logFollow = new(bool)
(*logFollow) = true
}
type logger struct{} type logger struct{}
func (logger) Write(b []byte) (n int, err error) { func (logger) Write(b []byte) (n int, err error) {
@ -103,15 +78,7 @@ func (g *Game) Init(win *glfw.Window) {
panic(err) panic(err)
} }
imgui.CreateContext(nil) g.initImgui(win)
g.io = imgui.CurrentIO()
cfg := imgui.NewFontConfig()
cfg.SetOversampleH(1)
cfg.SetOversampleV(1)
cfg.SetPixelSnapH(true)
g.io.Fonts().AddFontFromMemoryTTFV(asset.Unifont, 16, cfg, g.io.Fonts().GlyphRangesChineseFull())
igwrap.Init(win)
win.SetCursorPos(float64(width)/2, float64(height)/2) win.SetCursorPos(float64(width)/2, float64(height)/2)
@ -249,78 +216,7 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
g.player.SetSpeed(itype.Vec3d{}) g.player.SetSpeed(itype.Vec3d{})
} }
if imgui.BeginV("Player", nil, imgui.WindowFlagsAlwaysAutoResize) { g.imgui()
pos := g.player.Position()
vel := g.player.Speed()
imgui.Text(fmt.Sprintf("Pos: (%.5f, %.5f, %.5f), Vel: (%.5f, %.5f, %.5f)", pos[0], pos[1], pos[2], vel[0], vel[1], vel[2]))
}
imgui.End()
if imgui.BeginV("Go Runtime", nil, imgui.WindowFlagsAlwaysAutoResize) {
imgui.Text(fmt.Sprintf("%s/%s, compiler: %s", runtime.GOOS, runtime.GOARCH, runtime.Compiler))
imgui.Text(fmt.Sprintf("NumCPU=%d, NumGOMAXPROCS=%d", runtime.NumCPU(), runtime.GOMAXPROCS(0)))
imgui.Text(fmt.Sprintf("NumCgoCalls=%d, NumGoroutine=%d", runtime.NumCgoCall(), runtime.NumGoroutine()))
imgui.Spacing()
if imgui.ButtonV("!!! PANIC !!!", imgui.Vec2{X: -2, Y: 0}) {
panic("Manual Panic")
}
}
imgui.End()
if imgui.BeginV("Logs", nil, imgui.WindowFlagsMenuBar) {
if imgui.BeginMenuBar() {
if imgui.Button("Clear") {
logs = ""
}
if imgui.RadioButton("Follow", *logFollow) {
(*logFollow) = !(*logFollow)
}
imgui.EndMenuBar()
}
var size *float32
if size == nil {
size = new(float32)
}
imgui.BeginChildV("LogScroll", imgui.Vec2{}, true, 0)
imgui.Text(logs)
if (*size) != imgui.ScrollMaxY() && (*logFollow) {
imgui.SetScrollY(imgui.ScrollMaxY())
}
(*size) = imgui.ScrollMaxY()
imgui.EndChild()
}
imgui.End()
if imgui.Begin("Actions") {
imgui.Text("Chunks")
imgui.Separator()
imgui.InputText("Load Filename", &action.loadChunkFile)
imgui.SliderInt2("Load ID", &action.loadChunkID, -10, 10)
if imgui.ButtonV("Load", imgui.Vec2{X: -2, Y: 0}) {
c := &world.Chunk{}
f, err := os.Open(action.loadChunkFile)
if err != nil {
log.Print("LoadChunk: ", err)
} else {
c.LoadFromGobIndexed(f, int(action.loadChunkID[0]), int(action.loadChunkID[1]))
g.world.SetChunk(int(action.loadChunkID[0]), int(action.loadChunkID[1]), c)
}
}
imgui.Separator()
imgui.InputText("Save Filename", &action.saveChunkFile)
imgui.SliderInt2("Save ID", &action.saveChunkID, -10, 10)
if imgui.ButtonV("Save", imgui.Vec2{X: -2, Y: 0}) {
c := g.world.Chunks[itype.Vec2i{int(action.saveChunkID[0]), int(action.saveChunkID[1])}]
f, _ := os.Create(action.saveChunkFile)
c.WriteToGob(f)
f.Close()
}
imgui.Separator()
}
imgui.End()
} }
// Render, called with a OpenGL context, renders the game. // Render, called with a OpenGL context, renders the game.

13
internal/igwrap/color.go Normal file
View File

@ -0,0 +1,13 @@
package igwrap
import "github.com/inkyblackness/imgui-go/v4"
// Color converts non-premultiplied RGBA color into imgui.Vec4.
func Color(r, g, b, a uint8) imgui.Vec4 {
return imgui.Vec4{
X: float32(r) / 255,
Y: float32(g) / 255,
Z: float32(b) / 255,
W: float32(a) / 255,
}
}

View File

@ -0,0 +1,24 @@
package igwrap
import "github.com/inkyblackness/imgui-go/v4"
var glyphRanges imgui.AllocatedGlyphRanges
// GlyphRanges returns a custom-built glyph ranges set.
//
// The ImGUI context must be already initialized.
func GlyphRanges() imgui.GlyphRanges {
if glyphRanges.GlyphRanges == 0 {
b := &imgui.GlyphRangesBuilder{}
b.AddExisting(imgui.CurrentIO().Fonts().GlyphRangesChineseFull())
// Greek
b.Add(0x0391, 0x03A1)
b.Add(0x03A3, 0x03FF)
glyphRanges = b.Build()
}
return glyphRanges.GlyphRanges
}

205
internal/igwrap/wrap.go Normal file
View File

@ -0,0 +1,205 @@
package igwrap
import (
"fmt"
"edgaru089.ml/go/gl01/internal/util/itype"
"github.com/inkyblackness/imgui-go/v4"
)
// MenuItem wraps imgui.MenuItemV to create a
// easy-to-use and intuitive interface.
func MenuItem(name, shortcut string, selected *bool, enabled bool) {
if imgui.MenuItemV(name, shortcut, *selected, enabled) {
(*selected) = !(*selected)
}
}
// Text wraps imgui.Text to create a
// shortcut for fmt.Sprintf.
func Text(format string, a ...interface{}) {
imgui.Text(fmt.Sprintf(format, a...))
}
// Begin wraps imgui.BeginV to create a
// easy-to-use and intuitive interface.
//
// You only need to call End() if the function
// returns true.
func Begin(id string, open *bool, flags imgui.WindowFlags) bool {
// skip if the window is not open
if !(*open) {
return false
}
ok := imgui.BeginV(id, open, flags)
if !ok {
imgui.End()
}
return ok
}
// Sliderf creates a slider with 1 float32 variable.
func Sliderf(label string, a *float32, min, max float32) bool {
f := *a
ok := imgui.SliderFloat(label, &f, min, max)
(*a) = f
return ok
}
// Slider2f creates a slider with 2 float32 variables.
func Slider2f(label string, a, b *float32, min, max float32) bool {
f := [2]float32{*a, *b}
ok := imgui.SliderFloat2(label, &f, min, max)
(*a) = f[0]
(*b) = f[1]
return ok
}
// Slider3f creates a slider with 3 float32 variables.
func Slider3f(label string, a, b, c *float32, min, max float32) bool {
f := [3]float32{*a, *b, *c}
ok := imgui.SliderFloat3(label, &f, min, max)
(*a) = f[0]
(*b) = f[1]
(*c) = f[2]
return ok
}
// Slider4f creates a slider with 4 float32 variables.
func Slider4f(label string, a, b, c, d *float32, min, max float32) bool {
f := [4]float32{*a, *b, *c, *d}
ok := imgui.SliderFloat4(label, &f, min, max)
(*a) = f[0]
(*b) = f[1]
(*c) = f[2]
(*d) = f[3]
return ok
}
// Sliderd creates a slider with 1 float64 variable.
func Sliderd(label string, a *float64, min, max float64) bool {
f := float32(*a)
ok := imgui.SliderFloat(label, &f, float32(min), float32(max))
(*a) = float64(f)
return ok
}
// Slider2d creates a slider with 2 float64 variables.
func Slider2d(label string, a, b *float64, min, max float64) bool {
f := [2]float32{float32(*a), float32(*b)}
ok := imgui.SliderFloat2(label, &f, float32(min), float32(max))
(*a) = float64(f[0])
(*b) = float64(f[1])
return ok
}
// Slider3d creates a slider with 3 float64 variables.
func Slider3d(label string, a, b, c *float64, min, max float64) bool {
f := [3]float32{float32(*a), float32(*b), float32(*c)}
ok := imgui.SliderFloat3(label, &f, float32(min), float32(max))
(*a) = float64(f[0])
(*b) = float64(f[1])
(*c) = float64(f[2])
return ok
}
// Slider4d creates a slider with 4 float64 variables.
func Slider4d(label string, a, b, c, d *float64, min, max float64) bool {
f := [4]float32{float32(*a), float32(*b), float32(*c), float32(*d)}
ok := imgui.SliderFloat4(label, &f, float32(min), float32(max))
(*a) = float64(f[0])
(*b) = float64(f[1])
(*c) = float64(f[2])
(*d) = float64(f[3])
return ok
}
// DragVec2d creates a dragger with a itype.Vec2d.
func DragVec2d(label string, vec *itype.Vec2d, speed float64) bool {
f := [2]float32{float32((*vec)[0]), float32((*vec)[1])}
ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
(*vec)[0] = float64(f[0])
(*vec)[1] = float64(f[1])
return ok
}
// DragVec2dv creates a dragger with two float64s.
func DragVec2dv(label string, a, b *float64, speed float64) bool {
f := [2]float32{float32(*a), float32(*b)}
ok := imgui.DragFloat2V(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
(*a) = float64(f[0])
(*b) = float64(f[1])
return ok
}
// Dragd creates a dragger with one float64.
func Dragd(label string, a *float64, speed float64) bool {
f := float32(*a)
ok := imgui.DragFloatV(label, &f, float32(speed), 0, 0, "%.3f", imgui.SliderFlagsNoRoundToFormat)
(*a) = float64(f)
return ok
}
// Checkbox wraps imgui.Checkbox.
//
// It returns true when selected.
func Checkbox(label string, selected bool) bool {
imgui.Checkbox(label, &selected)
return selected
}
// DragButtonV wraps imgui.Button to create a button
// that can be dragged around.
//
// The pushid, if not empty, is pushed into the ImGUI stack.
//
// It returns the mouse delta, if dragged, in the last frame.
func DragButtonV(label string, pushid string) (delta itype.Vec2d) {
if len(pushid) != 0 {
imgui.PushID(pushid)
defer imgui.PopID()
}
imgui.Button(label)
if imgui.IsItemActive() {
d := imgui.CurrentIO().MouseDelta()
delta = itype.Vec2d{float64(d.X), float64(d.Y)}
}
return
}
// DragButton calls DragButtonV("Drag", pushid) to create a button
// that can be dragged around.
//
// The pushid, if not empty, is pushed into the ImGUI stack.
//
// It returns the mouse delta, if dragged, in the last frame.
func DragButton(pushid string) (delta itype.Vec2d) {
return DragButtonV("Drag", pushid)
}
// DragButtonv wraps DragButton to create a button to be dragged around.
//
// The pushid, if not empty, is pushed into the ImGUI stack.
//
// It returns whether the values has changed.
func DragButtonv(pushid string, x, y *float64, speed float64) bool {
delta := DragButton(pushid).Multiply(speed)
if delta == (itype.Vec2d{}) {
return false
}
(*x) += delta[0]
(*y) += delta[1]
return true
}
// InputInt calls imgui.InputInt.
//
// It accepts int instead of int32.
func InputInt(label string, val *int) bool {
x := int32(*val)
ok := imgui.InputInt(label, &x)
(*val) = int(x)
return ok
}

View File

@ -49,6 +49,33 @@ func (v Vec4i) MultiplyInt(mult int) Vec4i {
// Vec2f is a two-element float vector // Vec2f is a two-element float vector
type Vec2f [2]float32 type Vec2f [2]float32
func (v Vec2f) Add(add Vec2f) Vec2f {
return Vec2f{v[0] + add[0], v[1] + add[1]}
}
func (v Vec2f) Addv(x, y float32) Vec2f {
return Vec2f{v[0] + x, v[1] + y}
}
func (v Vec2f) Floor() Vec2i {
return Vec2i{
int(math.Floor(float64(v[0]))),
int(math.Floor(float64(v[1]))),
}
}
func (v Vec2f) Length() float32 {
return float32(math.Sqrt(float64(v[0]*v[0] + v[1]*v[1])))
}
func (v Vec2f) Normalize() Vec2f {
l := v.Length()
return Vec2f{v[0] / l, v[1] / l}
}
func (v Vec2f) ToFloat64() Vec2d {
return Vec2d{float64(v[0]), float64(v[1])}
}
// Vec3f is a three-element float vector // Vec3f is a three-element float vector
type Vec3f [3]float32 type Vec3f [3]float32
@ -91,6 +118,37 @@ type Vec4f [4]float32
// Vec2d is a two-element float64 vector // Vec2d is a two-element float64 vector
type Vec2d [2]float64 type Vec2d [2]float64
func (v Vec2d) Add(add Vec2d) Vec2d {
return Vec2d{v[0] + add[0], v[1] + add[1]}
}
func (v Vec2d) Addv(x, y float64) Vec2d {
return Vec2d{v[0] + x, v[1] + y}
}
func (v Vec2d) Multiply(x float64) Vec2d {
return Vec2d{v[0] * x, v[1] * x}
}
func (v Vec2d) Floor() Vec2i {
return Vec2i{
int(math.Floor(float64(v[0]))),
int(math.Floor(float64(v[1]))),
}
}
func (v Vec2d) Length() float64 {
return math.Sqrt(v[0]*v[0] + v[1]*v[1])
}
func (v Vec2d) Normalize() Vec2d {
l := v.Length()
return Vec2d{v[0] / l, v[1] / l}
}
func (v Vec2d) ToFloat32() Vec2f {
return Vec2f{float32(v[0]), float32(v[1])}
}
// Vec3d is a three-element float64 vector // Vec3d is a three-element float64 vector
type Vec3d [3]float64 type Vec3d [3]float64