Files
panopainter/src/app.h

440 lines
13 KiB
Objective-C

#pragma once
#include "log.h"
#include "shader.h"
#include "shape.h"
#include "texture.h"
#include "layout.h"
#include "font.h"
#include "rtt.h"
#include "image.h"
#include "mp4enc.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"
#include "node_panel_grid.h"
#include "node_panel_quick.h"
#include "node_input_box.h"
#include "node_panel_animation.h"
#if defined(__OBJC__) && defined(__IOS__)
#import <Foundation/Foundation.h>
#import "GameViewController.h"
#import "AppDelegate.h"
#endif
#if defined(__OBJC__) && defined(__OSX__)
#import "main.h"
#endif
#ifdef __ANDROID__
#include "main.h"
#endif
#ifdef __LINUX__
#include <GLFW/glfw3.h>
#endif
struct VRController
{
enum class kButton : uint8_t
{
Pad,
Trigger,
Menu,
Grip,
A,
COUNT,
};
enum class kAction
{
Press,
Release,
};
std::array<bool, (int)kButton::COUNT> m_buttons;
std::array<bool, (int)kButton::COUNT> m_analog_buttons;
glm::mat4 m_mat;
bool m_valid = false;
glm::vec3 get_pos() const { return m_mat[3]; }
glm::vec3 get_pos_n() const { return glm::normalize(xyz(m_mat[3])); }
virtual float get_trigger_value() const { return 1.f; }
};
struct AppTask : public std::packaged_task<void()>
{
size_t task_id;
#ifdef _DEBUG
std::string name;
#endif
template<typename F> AppTask(F f) : std::packaged_task<void()>(f)
{
task_id = typeid(f).hash_code();
#ifdef _DEBUG
name = typeid(f).name();
#endif
}
};
class App
{
public:
static App* I;
std::string data_path{ "." };
std::string work_path{ "." };
std::string rec_path{ "." };
std::string tmp_path{ "." };
std::thread rec_thread;
bool rec_running = false;
int rec_count = 0;
std::mutex rec_mutex;
std::condition_variable rec_cv;
std::deque<std::unique_ptr<PBO>> rec_frames;
RTT uirtt;
Sampler sampler;
Sampler sampler_stencil;
Sampler sampler_linear;
Plane m_face_plane;
Sphere sphere;
LayoutManager layout;
LayoutManager layout_designer;
NodeMessageBox* msgbox;
NodeSettings* settings;
NodeBorder* sidebar = nullptr;
std::shared_ptr<NodePanelLayer> layers;
std::shared_ptr<NodePanelColor> color;
std::shared_ptr<NodePanelStroke> stroke;
std::shared_ptr<NodePanelGrid> grid;
std::shared_ptr<NodePanelBrushPreset> presets;
std::shared_ptr<NodePanelAnimation> animation;
NodePanelQuick* quick;
std::map<kCanvasMode, NodePanelQuick::MiniState> quick_mode_state;
Node* floatings_container;
std::shared_ptr<NodePanelColor> floating_color;
std::shared_ptr<NodeColorPicker> floating_picker;
std::shared_ptr<NodePanelBrushPreset> floating_presets;
std::shared_ptr<NodePanelLayer> floating_layers;
NodeCanvas* canvas;
const uint16_t main_id = const_hash("main");
const std::array<int, 6> res_map{ 512, 1024, 1536, 2048, 4096, 8192 };
const std::array<std::string, 6> 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 off_x = 0;
float off_y = 0;
float width;
float height;
bool keys[256]{false};
bool redraw = true;
bool animate = false;
bool ui_visible = true;
bool ui_rtl = false;
bool vr_active = false;
bool vr_only = false;
VRController vr_controllers[2];
glm::mat4 vr_head;
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;
float display_density = 1.f;
float zoom = 1.f;
int idle_ms = 100;
#if defined(__IOS__) && defined(__OBJC__)
GameViewController* ios_view;
AppDelegate* ios_app;
#elif defined(__OSX__) && defined(__OBJC__)
View* osx_view;
AppOSX* osx_app;
#elif __LINUX__ || __WEB__
GLFWwindow* glfw_window;
#endif
#ifdef __ANDROID__
struct android_app* and_app;
struct engine* and_engine;
#endif
std::string clipboard_get_text();
bool clipboard_set_text(const std::string& s);
void pick_image(std::function<void(std::string path)> callback);
void pick_file(std::vector<std::string> types, std::function<void(std::string path)> callback);
#if __IOS__ || __WEB__
void pick_file_save(const std::string& type, const std::string& default_name,
std::function<void(std::string path)> writer, std::function<void(const std::string& path, bool saved)> callback);
#else
void pick_file_save(std::vector<std::string> types, std::function<void(std::string path)> callback);
#endif
void pick_dir(std::function<void(std::string path)> 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 draw(float dt);
void update(float dt);
bool update_ui_observer(Node* n);
bool vr_start();
void vr_stop();
void vr_update(float dt);
void vr_draw(const glm::mat4& proj, const glm::mat4& view, const glm::mat4& pose);
void vr_analog(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 force);
void vr_digital(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 axis);
void vr_draw_ui();
void async_start();
void async_redraw();
void async_swap();
void async_end();
void resize(float w, float h);
void show_cursor();
void hide_cursor();
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 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_tools();
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(std::string ext);
void dialog_export_layers();
void dialog_export_depth();
void dialog_export_cube_faces();
void dialog_layer_rename();
void dialog_resize();
void dialog_preset_download();
void dialog_ppbr_export();
void dialog_export_mp4();
void dialog_timelapse_export();
void cloud_upload();
void cloud_upload_all();
void cloud_browse();
void upload(std::string filename, std::string name = "",
std::function<void(float)> progress = nullptr);
void download(std::string url, std::string dest_filepath,
std::function<void(float)> progress = nullptr);
bool check_license();
std::shared_ptr<NodeProgressBar> show_progress(const std::string& title, int total = 0);
std::shared_ptr<NodeMessageBox> message_box(const std::string& title,
const std::string& text, bool cancel_button = false);
std::shared_ptr<NodeInputBox> input_box(const std::string& title,
const std::string& field_name, const std::string& ok_caption = "Ok");
void brush_update(bool update_color, bool update_brush);
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 stacktrace();
void ui_save();
void ui_restore();
void set_ui_rtl(bool rtl);
bool get_ui_rtl() const;
void set_ui_scale(float scale);
void cmd_convert(std::string pano_path, std::string out_path);
//////////////////////////////////////////////////////////////////////////
// RENDER THREAD
//////////////////////////////////////////////////////////////////////////
static std::deque<AppTask> render_tasklist;
static std::mutex render_task_mutex;
static std::condition_variable render_cv;
static std::thread render_thread;
static std::thread::id render_thread_id;
static bool render_running;
void render_thread_tick();
void render_thread_main();
void render_thread_start();
void render_thread_stop();
bool is_render_thread()
{
return std::this_thread::get_id() == render_thread_id;
}
// don't capture a reference to this ptr as the object may be destroyed
// by the time the task is executed
template<typename T>
std::future<void> render_task_async(T task, bool unique = false)
{
AppTask pt(task);
auto f = pt.get_future();
if (is_render_thread())
{
pt();
}
else
{
{
std::lock_guard<std::mutex> lock(render_task_mutex);
// remove any previously queued task from the same lambda
if (unique && !render_tasklist.empty())
render_tasklist.erase(std::remove_if(render_tasklist.begin(), render_tasklist.end(),
[id = pt.task_id](AppTask const& t){ return t.task_id == id; }), render_tasklist.end());
render_tasklist.push_back(std::move(pt));
}
render_cv.notify_all();
}
return f;
}
template<typename T>
void render_task(T task)
{
AppTask pt(task);
auto f = pt.get_future();
if (is_render_thread())
{
pt();
}
else
{
{
std::lock_guard<std::mutex> lock(render_task_mutex);
render_tasklist.push_back(std::move(pt));
}
render_cv.notify_all();
}
if (render_running)
f.get();
}
void render_sync()
{
render_task([] {});
}
//////////////////////////////////////////////////////////////////////////
// UI THREAD
//////////////////////////////////////////////////////////////////////////
static std::deque<AppTask> ui_tasklist;
static std::mutex ui_task_mutex;
static std::condition_variable ui_cv;
static std::thread ui_thread;
static std::thread::id ui_thread_id;
static bool ui_running;
void ui_thread_tick();
void ui_thread_main();
void ui_thread_start();
void ui_thread_stop();
bool is_ui_thread()
{
return std::this_thread::get_id() == ui_thread_id;
}
// don't capture a reference to this ptr as the object may be destroyed
// by the time the task is executed
template<typename T>
std::future<void> ui_task_async(T task, bool unique = false)
{
AppTask pt(task);
auto f = pt.get_future();
if (is_ui_thread())
{
pt();
}
else
{
{
std::lock_guard<std::mutex> lock(ui_task_mutex);
// remove any previously queued task from the same lambda
if (unique && !ui_tasklist.empty())
ui_tasklist.erase(std::remove_if(ui_tasklist.begin(), ui_tasklist.end(),
[id = pt.task_id](AppTask const& t){ return t.task_id == id; }), ui_tasklist.end());
ui_tasklist.push_back(std::move(pt));
}
ui_cv.notify_all();
}
return f;
}
template<typename T>
void ui_task(T task)
{
AppTask pt(task);
auto f = pt.get_future();
if (is_ui_thread())
{
pt();
}
else
{
{
std::lock_guard<std::mutex> lock(ui_task_mutex);
ui_tasklist.push_back(std::move(pt));
}
ui_cv.notify_all();
}
if (ui_running)
f.get();
redraw = true;
}
void ui_sync()
{
ui_task([] {});
}
};