Files
panopainter/engine/app.h

91 lines
2.4 KiB
Objective-C

#pragma once
#include "log.h"
#include "shader.h"
#include "shape.h"
#include "texture.h"
#include "layout.h"
#include "font.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_canvas.h"
#if defined(__OBJC__) && defined(__IOS__)
#import <Foundation/Foundation.h>
#import "GameViewController.h"
#endif
class App
{
public:
static App I;
std::string data_path{ "." };
Sampler sampler;
Texture2D tex;
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<NodePanelBrush> brushes;
std::shared_ptr<NodePanelLayer> layers;
std::shared_ptr<NodePanelColor> color;
std::shared_ptr<NodePanelStroke> stroke;
NodeCanvas* canvas;
Node* current_panel = nullptr;
Node* panels;
std::function<void(int)> on_brush_select;
std::function<void(glm::vec4 color)> on_color_change;
std::function<void()> on_stroke_change;
const uint16_t main_id = const_hash("main");
float width;
float height;
bool keys[256];
bool redraw = true;
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
void showKeyboard();
void hideKeyboard();
void initLog();
void init();
void initShaders();
void initAssets();
void initLayout();
void create();
void terminate();
void clear();
void update_memory_usage(size_t bytes);
void update(float dt);
void resize(float w, float h);
bool mouse_down(int button, float x, float y, float pressure);
bool mouse_move(float x, float y, float pressure);
bool mouse_up(int button, float x, float y);
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);
};