#pragma once #include "log.h" #include "shader.h" #include "shape.h" #include "texture.h" #include "layout.h" #include "font.h" #include "rtt.h" #include "node_message_box.h" #include "node_settings.h" #include "node_popup_menu.h" #include "node_panel_brush.h" #include "node_panel_layer.h" #include "node_panel_color.h" #include "node_panel_stroke.h" #include "node_scroll.h" #include "node_canvas.h" #include "node_dialog_layer_rename.h" #include "node_progress_bar.h" #if defined(__OBJC__) && defined(__IOS__) #import #import "GameViewController.h" #endif #if defined(__OBJC__) && defined(__OSX__) #import "main.h" #endif #ifdef __ANDROID__ #include "main.h" #endif #include "node_panel_grid.h" class App { public: static App I; std::string data_path{ "." }; std::string work_path{ "." }; std::string rec_path{ "." }; std::thread rec_thread; bool rec_running = false; int rec_count = 0; std::mutex rec_mutex; std::condition_variable rec_cv; std::deque> rec_frames; RTT uirtt; Sampler sampler; Sampler sampler_stencil; Sampler sampler_linear; Plane m_face_plane; //Sphere sphere; LayoutManager layout; NodeMessageBox* msgbox; NodeSettings* settings; NodePopupMenu* popup = nullptr; NodePopupMenu* menu_file = nullptr; NodePopupMenu* menu_edit = nullptr; NodePopupMenu* menu_layers = nullptr; NodeBorder* sidebar = nullptr; std::shared_ptr brushes; std::shared_ptr layers; std::shared_ptr color; std::shared_ptr stroke; std::shared_ptr grid; std::shared_ptr presets; NodeCanvas* canvas; Node* current_panel = nullptr; NodeScroll* panels; const uint16_t main_id = const_hash("main"); const std::array res_map{ 512, 1024, 1536, 2048, 4096, 8192 }; const std::array res_map_str{ "2K", "4K", "6K", "8K", "16K", "32K" }; std::string doc_name = "no-name"; std::string doc_path; std::string doc_dir; std::string doc_filename; bool has_stylus = false; bool has_vr = false; float width; float height; bool keys[256]; bool redraw = true; bool animate = false; bool ui_visible = true; bool vr_active = false; glm::mat4 vr_controller; glm::vec3 vr_controller_pos; float vr_pressure = 1.f; glm::mat4 vr_rot{ 0 }; glm::mat4 vr_uirot{ 0 }; glm::vec2 cursor{ 0, 0 }; glm::vec2 gesture_p0; glm::vec2 gesture_p1; #ifdef __ANDROID__ float zoom = 3.0; #elif __IOS__ float zoom = 2.0; #else float zoom = 1.0; #endif // __ANDROID__ #if defined(__IOS__) && defined(__OBJC__) GameViewController* ios_view; #endif #if defined(__OSX__) && defined(__OBJC__) View* osx_view; #endif #ifdef __ANDROID__ struct android_app* and_app; struct engine* and_engine; #endif void pick_image(std::function callback); void pick_file(std::vector types, std::function callback); void pick_dir(std::function callback); void display_file(std::string path); void share_file(std::string path); void showKeyboard(); void hideKeyboard(); void initLog(); void init(); void initShaders(); void initAssets(); void initLayout(); void open_document(std::string path); void create(); bool request_close(); void terminate(); void clear(); void tick(float dt); void update(float dt); void vr_draw(const glm::mat4& proj, const glm::mat4& view, const glm::mat4& pose); void async_start(); void async_update(); void async_redraw(); void async_end(); void resize(float w, float h); bool mouse_down(int button, float x, float y, float pressure, kEventSource source, bool eraser); bool mouse_move(float x, float y, float pressure, kEventSource source, bool eraser); bool mouse_up(int button, float x, float y, kEventSource source, bool eraser); bool mouse_scroll(float x, float y, float delta); bool mouse_cancel(int button); bool gesture_start(const glm::vec2& p0, const glm::vec2& p1); bool gesture_move(const glm::vec2& p0, const glm::vec2& p1); bool gesture_end(); bool key_down(kKey key); bool key_up(kKey key); bool key_char(char key); void toggle_ui(); void set_stylus(); void message_box(const std::string& title, const std::string& text); void rec_clear(); void rec_loop(); void rec_start(); void rec_stop(); void rec_export(std::string path); void init_toolbar_main(); void init_toolbar_draw(); void init_sidebar(); void init_menu_file(); void init_menu_edit(); void init_menu_layer(); void init_menu_timelapse(); void init_menu_about(); void dialog_usermanual(); void dialog_changelog(); void dialog_about(); void dialog_newdoc(); void dialog_save(); void dialog_save_ver(); void dialog_open(); void dialog_browse(); void dialog_export(); void dialog_export_cubes(); void dialog_layer_rename(); void dialog_resize(); void cloud_upload(); void cloud_upload_all(); void cloud_browse(); void upload(std::string filename, std::string name = "", std::function progress = nullptr); void download(std::string url, std::string dest_filepath, std::function progress = nullptr); bool check_license(); std::shared_ptr show_progress(const std::string& title); void brush_update(); void title_update(); void update_memory_usage(size_t bytes); void update_rec_frames(); int res_from_index(int i); int res_to_index(int res); std::string res_to_string(int res); void crash_test(); void cmd_convert(std::string pano_path, std::string out_path); };