Transitioning text editor to SDL
This commit is contained in:
149
src/platform/font.cpp
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149
src/platform/font.cpp
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@@ -0,0 +1,149 @@
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struct Glyph {
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Vec2 size;
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Vec2 offset;
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float xadvance;
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float left_side_bearing;
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Rect2 atlas_bounding_box;
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};
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struct Font {
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Array<Glyph> glyphs;
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uint32_t first_char, last_char;
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uint32_t texture_id;
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float size;
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float descent;
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float ascent;
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float line_gap;
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Rect2 white_texture_bounding_box;
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};
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struct Atlas {
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uint8_t *bitmap;
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Vec2I size;
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Vec2 inverse_size;
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int xcursor;
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int ycursor;
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int32_t biggest_height;
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Rect2 white_texture_bounding_box;
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uint32_t texture_id;
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};
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Atlas CreateAtlas(Allocator allocator, Vec2I size) {
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Atlas result = {};
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result.size = size;
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result.inverse_size.x = 1.f / (float)result.size.x;
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result.inverse_size.y = 1.f / (float)result.size.y;
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result.bitmap = AllocArray(allocator, uint8_t, size.x * size.y);
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// Add a whitebox first for rectangle rendering
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for (int y = 0; y < 16; y++) {
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for (int x = 0; x < 16; x++) {
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uint8_t *dst = result.bitmap + x + y * result.size.x;
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*dst = 0xff;
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}
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}
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result.white_texture_bounding_box = {2.f * result.inverse_size.x, 2.f / (float)result.size.y, 14.f * result.inverse_size.x, 14.f / (float)result.size.y};
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result.xcursor += 16;
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result.biggest_height += 16;
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return result;
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}
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Rect2 PackBitmap(Atlas *atlas, uint8_t *bitmap, int width, int height) {
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// Packing into a texture atlas
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// @Inefficient The algorithm is a simplest thing I had in mind, first we advance
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// through the atlas in X packing consecutive glyphs. After we get to the end of the row
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// we advance to the next row by the Y size of the biggest packed glyph. If we get to the
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// end of atlas and fail to pack everything the app panics.
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int spacing = 4;
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if (atlas->xcursor + width > atlas->size.x) {
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if (atlas->ycursor + height < atlas->size.y) {
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atlas->xcursor = 0;
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atlas->ycursor += atlas->biggest_height + spacing;
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} else {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Font loading error!", "Error while packing a font into atlas. Atlas size for this font scale is a bit too small", NULL);
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}
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}
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uint8_t *src = bitmap;
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for (int y = atlas->ycursor; y < atlas->ycursor + height; y += 1) {
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for (int x = atlas->xcursor; x < atlas->xcursor + width; x += 1) {
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uint8_t *dst = atlas->bitmap + x + y * atlas->size.x;
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*dst = *src++;
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}
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}
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Vec2 size = {(float)width * atlas->inverse_size.x, (float)height * atlas->inverse_size.y};
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Vec2 pos = {(float)atlas->xcursor * atlas->inverse_size.x, (float)atlas->ycursor * atlas->inverse_size.y};
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Rect2 result = {pos.x, pos.y, pos.x + size.x, pos.y + size.y};
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atlas->xcursor += width + spacing;
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if (height > atlas->biggest_height) {
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atlas->biggest_height = height;
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}
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return result;
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}
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Font CreateFont(Atlas *atlas, int32_t size, String path) {
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Scratch scratch;
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Font result = {};
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String file = ReadFile(scratch, path);
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if (file.len == 0) {
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return result;
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}
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stbtt_fontinfo stb_font;
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int success = stbtt_InitFont(&stb_font, (const unsigned char *)file.data, 0);
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if (!success) {
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return result;
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}
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float scale = stbtt_ScaleForPixelHeight(&stb_font, (float)size);
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float em_scale = stbtt_ScaleForMappingEmToPixels(&stb_font, (float)size);
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int ascent, descent, line_gap;
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stbtt_GetFontVMetrics(&stb_font, &ascent, &descent, &line_gap);
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result.ascent = (float)ascent * scale;
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result.descent = (float)descent * scale;
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result.line_gap = (float)line_gap * scale;
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result.size = (float)size;
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result.first_char = ' ';
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result.last_char = '~';
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result.white_texture_bounding_box = atlas->white_texture_bounding_box;
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for (uint32_t ascii_symbol = result.first_char; ascii_symbol <= result.last_char; ascii_symbol++) {
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int width, height, xoff, yoff;
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uint8_t *bitmap = (uint8_t *)stbtt_GetCodepointBitmap(&stb_font, 0, scale, ascii_symbol, &width, &height, &xoff, &yoff);
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defer { stbtt_FreeBitmap(bitmap, 0); };
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int xadvance, left_side_bearing;
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stbtt_GetCodepointHMetrics(&stb_font, ascii_symbol, &xadvance, &left_side_bearing);
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Glyph glyph = {};
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glyph.atlas_bounding_box = PackBitmap(atlas, bitmap, width, height);
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glyph.size = {(float)width, (float)height};
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glyph.offset = {(float)xoff, (float)yoff};
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glyph.xadvance = (float)xadvance * scale;
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glyph.left_side_bearing = (float)left_side_bearing * scale;
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Add(&result.glyphs, glyph);
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}
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return result;
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}
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Glyph *GetGlyph(Font *font, uint32_t codepoint) {
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bool is_in_range = codepoint >= font->first_char && codepoint <= font->last_char;
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if (is_in_range) {
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uint32_t index = codepoint - font->first_char;
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return &font->glyphs[index];
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} else {
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uint32_t index = '?' - font->first_char;
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return &font->glyphs[index];
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}
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}
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155
src/platform/platform.cpp
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155
src/platform/platform.cpp
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@@ -0,0 +1,155 @@
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#define BASIC_IMPL
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#include "basic/basic.h"
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#include "basic/filesystem.h"
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#include "SDL3/SDL.h"
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#include "external/glad/glad.h"
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#include "external/stb_truetype.h"
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#include "external/stb_truetype.c"
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#include "basic/math_int.cpp"
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#include "basic/math.cpp"
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#include "font.cpp"
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#include "render_opengl.cpp"
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bool AppIsRunning = true;
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bool WaitForEvents = false;
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int64_t FrameID;
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void ProcessSDLEvent(SDL_Event *event) {
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switch (event->type) {
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case SDL_EVENT_QUIT: AppIsRunning = false; return;
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case SDL_EVENT_KEY_DOWN: {
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SDL_KeyboardEvent &key = event->key;
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bool shift = key.mod & SDL_KMOD_SHIFT;
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bool ctrl = key.mod & SDL_KMOD_CTRL;
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bool alt = key.mod & SDL_KMOD_ALT;
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bool super = key.mod & SDL_KMOD_GUI;
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if (key.key == SDLK_F5) {
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AppIsRunning = false;
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return;
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}
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} break;
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case SDL_EVENT_KEY_UP: {
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SDL_KeyboardEvent &key = event->key;
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bool shift = key.mod & SDL_KMOD_SHIFT;
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bool ctrl = key.mod & SDL_KMOD_CTRL;
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bool alt = key.mod & SDL_KMOD_ALT;
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bool super = key.mod & SDL_KMOD_GUI;
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} break;
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case SDL_EVENT_TEXT_INPUT: {
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} break;
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case SDL_EVENT_MOUSE_MOTION: {
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} break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN: {
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} break;
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case SDL_EVENT_MOUSE_BUTTON_UP: {
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} break;
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case SDL_EVENT_MOUSE_WHEEL: {
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} break;
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}
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}
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void GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *user) {
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printf("%s", message);
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if (severity == GL_DEBUG_SEVERITY_HIGH || severity == GL_DEBUG_SEVERITY_MEDIUM) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "OpenGL error", message, NULL);
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}
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}
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#if _WIN32
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int WinMain(void *hInstance, void *hPrevInstance, const char *lpCmdLine, int nShowCmd)
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#else
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int main()
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#endif
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{
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InitScratch();
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if (SDL_Init(SDL_INIT_VIDEO) == -1) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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return 1;
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}
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const char *glsl_version = "#version 450";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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SDL_Window *window = SDL_CreateWindow("Text editor", 1280, 720, window_flags);
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if (window == NULL) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window!", SDL_GetError(), NULL);
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return 1;
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}
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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SDL_ShowWindow(window);
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if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load opengl!", SDL_GetError(), NULL);
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return 1;
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}
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SDL_GL_SetSwapInterval(1); // vsync
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glDebugMessageCallback(&GLDebugCallback, NULL);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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{
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Scratch scratch;
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Atlas atlas = CreateAtlas(scratch, {1024, 1024});
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MainFont = CreateFont(&atlas, 16, "C:\\Windows\\Fonts\\consola.ttf");
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{
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glCreateTextures(GL_TEXTURE_2D, 1, &atlas.texture_id);
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glTextureParameteri(atlas.texture_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTextureParameteri(atlas.texture_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameteri(atlas.texture_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTextureParameteri(atlas.texture_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTextureStorage2D(atlas.texture_id, 1, GL_R8, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y);
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glTextureSubImage2D(atlas.texture_id, 0, 0, 0, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y, GL_RED, GL_UNSIGNED_BYTE, atlas.bitmap);
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}
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MainFont.texture_id = atlas.texture_id;
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}
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InitRender();
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while (AppIsRunning) {
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FrameID += 1;
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int window_x, window_y;
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SDL_GetWindowSize(window, &window_x, &window_y);
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Vec2 window_size = {(float)window_x, (float)window_y};
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BeginFrameRender(window_size);
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SDL_Event event;
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if (WaitForEvents) {
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SDL_WaitEvent(&event);
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ProcessSDLEvent(&event);
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}
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while (SDL_PollEvent(&event)) {
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ProcessSDLEvent(&event);
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}
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{
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Scratch scratch;
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uint64_t ms = SDL_GetTicks();
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double time = (double)ms / 1000.0;
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String string = Format(scratch, "%d %f %f", (int)FrameID, time, (time / (double)FrameID));
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DrawString(&MainFont, ToString16(scratch, string), {0, 0}, {255, 0, 0, 255});
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}
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EndFrameRender({0, 0, 0, 1});
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SDL_GL_SwapWindow(window);
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}
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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301
src/platform/render_opengl.cpp
Normal file
301
src/platform/render_opengl.cpp
Normal file
@@ -0,0 +1,301 @@
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struct Shader {
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uint32_t pipeline;
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uint32_t fshader;
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uint32_t vshader;
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};
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Shader CreateShader(char *glsl_vshader, char *glsl_fshader);
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struct Vertex2D {
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Vec2 pos;
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Vec2 tex;
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Color color;
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};
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struct VertexNode2D {
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VertexNode2D *next;
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int count;
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Vertex2D vertices[1024 * 64];
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};
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struct VertexList2D {
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VertexNode2D *first;
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VertexNode2D *last;
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};
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VertexList2D Vertices;
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int64_t TotalVertexCount;
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unsigned VBO, VAO;
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Shader Shader2D;
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Arena RenderArena;
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Vec2 WindowSize;
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Font MainFont;
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Int FontLineSpacing;
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Int FontCharSpacing;
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void BeginFrameRender(Vec2 window_size) {
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Clear(&RenderArena);
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TotalVertexCount = 0;
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Vertices.first = NULL;
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Vertices.last = NULL;
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WindowSize = window_size;
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}
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void EndFrameRender(Color color) {
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glEnable(GL_BLEND);
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glEnable(GL_SCISSOR_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glViewport(0, 0, (GLsizei)WindowSize.x, (GLsizei)WindowSize.y);
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glClearColor(color.r, color.g, color.b, color.a);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Default draw using the font texture
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glBindProgramPipeline(Shader2D.pipeline);
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float xinverse = 1.f / (WindowSize.x / 2.f);
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float yinverse = 1.f / (WindowSize.y / 2.f);
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glProgramUniform2f(Shader2D.vshader, 0, xinverse, yinverse);
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for (VertexNode2D *it = Vertices.first; it; it = it->next) {
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glNamedBufferSubData(VBO, 0, it->count * sizeof(Vertex2D), it->vertices);
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glBindVertexArray(VAO);
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GLint s_texture = 0; // texture unit that sampler2D will use in GLSL code
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glBindTextureUnit(s_texture, MainFont.texture_id);
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glDrawArrays(GL_TRIANGLES, 0, it->count);
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}
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}
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void GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *user) {
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printf("%s", message);
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if (severity == GL_DEBUG_SEVERITY_HIGH || severity == GL_DEBUG_SEVERITY_MEDIUM) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "OpenGL error", message, NULL);
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}
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}
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void InitRender() {
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InitArena(&RenderArena);
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glDebugMessageCallback(&GLDebugCallback, NULL);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glCreateBuffers(1, &VBO);
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glNamedBufferStorage(VBO, Lengthof(VertexNode2D::vertices) * sizeof(Vertex2D), 0, GL_DYNAMIC_STORAGE_BIT);
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glCreateVertexArrays(1, &VAO);
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GLint vbuf_index = 0;
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glVertexArrayVertexBuffer(VAO, vbuf_index, VBO, 0, sizeof(struct Vertex2D));
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GLint a_pos = 0;
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glVertexArrayAttribFormat(VAO, a_pos, 2, GL_FLOAT, GL_FALSE, offsetof(struct Vertex2D, pos));
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glVertexArrayAttribBinding(VAO, a_pos, vbuf_index);
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glEnableVertexArrayAttrib(VAO, a_pos);
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GLint a_tex = 1;
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glVertexArrayAttribFormat(VAO, a_tex, 2, GL_FLOAT, GL_FALSE, offsetof(struct Vertex2D, tex));
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glVertexArrayAttribBinding(VAO, a_tex, vbuf_index);
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glEnableVertexArrayAttrib(VAO, a_tex);
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GLint a_color = 2;
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glVertexArrayAttribFormat(VAO, a_color, 4, GL_UNSIGNED_BYTE, GL_FALSE, offsetof(struct Vertex2D, color));
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glVertexArrayAttribBinding(VAO, a_color, vbuf_index);
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glEnableVertexArrayAttrib(VAO, a_color);
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char *glsl_vshader = R"==(
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#version 450 core
|
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layout(location=0) uniform vec2 U_InvHalfScreenSize;
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layout(location=0) in vec2 VPos;
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layout(location=1) in vec2 VTex;
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layout(location=2) in vec4 VColor;
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out gl_PerVertex { vec4 gl_Position; }; // required because of ARB_separate_shader_objects
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out vec2 FUV;
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out vec4 FColor;
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void main() {
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vec2 pos = VPos * U_InvHalfScreenSize;
|
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pos.y = 2 - pos.y; // invert y axis
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pos -= vec2(1, 1); // convert to 0,1 range
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gl_Position = vec4(pos, 0, 1);
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||||
FUV = VTex;
|
||||
|
||||
FColor = VColor / 255.0;
|
||||
}
|
||||
)==";
|
||||
|
||||
char *glsl_fshader = R"==(
|
||||
#version 450 core
|
||||
|
||||
in vec2 FUV;
|
||||
in vec4 FColor;
|
||||
|
||||
layout (binding=0) uniform sampler2D S_Texture;
|
||||
layout (location=0) out vec4 OutColor;
|
||||
|
||||
void main() {
|
||||
vec4 c = FColor;
|
||||
c.a *= texture(S_Texture, FUV).r;
|
||||
OutColor = c;
|
||||
}
|
||||
)==";
|
||||
|
||||
Shader2D = CreateShader(glsl_vshader, glsl_fshader);
|
||||
}
|
||||
|
||||
Shader CreateShader(char *glsl_vshader, char *glsl_fshader) {
|
||||
Shader result = {};
|
||||
result.vshader = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &glsl_vshader);
|
||||
result.fshader = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fshader);
|
||||
|
||||
GLint linked;
|
||||
glGetProgramiv(result.vshader, GL_LINK_STATUS, &linked);
|
||||
if (!linked) {
|
||||
char message[1024];
|
||||
glGetProgramInfoLog(result.vshader, sizeof(message), NULL, message);
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Failed to create vertex shader!", message, NULL);
|
||||
}
|
||||
|
||||
glGetProgramiv(result.fshader, GL_LINK_STATUS, &linked);
|
||||
if (!linked) {
|
||||
char message[1024];
|
||||
glGetProgramInfoLog(result.fshader, sizeof(message), NULL, message);
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Failed to create fragment shader!", message, NULL);
|
||||
}
|
||||
|
||||
glGenProgramPipelines(1, &result.pipeline);
|
||||
glUseProgramStages(result.pipeline, GL_VERTEX_SHADER_BIT, result.vshader);
|
||||
glUseProgramStages(result.pipeline, GL_FRAGMENT_SHADER_BIT, result.fshader);
|
||||
return result;
|
||||
}
|
||||
|
||||
#define SLL_QUEUE_ADD_MOD(f, l, n, next) \
|
||||
do { \
|
||||
(n)->next = 0; \
|
||||
if ((f) == 0) { \
|
||||
(f) = (l) = (n); \
|
||||
} else { \
|
||||
(l) = (l)->next = (n); \
|
||||
} \
|
||||
} while (0)
|
||||
#define SLL_QUEUE_ADD(f, l, n) SLL_QUEUE_ADD_MOD(f, l, n, next)
|
||||
|
||||
Vertex2D *AllocVertex2D(Allocator allocator, VertexList2D *list, int count) {
|
||||
VertexNode2D *node = list->last;
|
||||
if (node == 0 || node->count + count > Lengthof(node->vertices)) {
|
||||
node = AllocType(allocator, VertexNode2D);
|
||||
SLL_QUEUE_ADD(list->first, list->last, node);
|
||||
}
|
||||
|
||||
TotalVertexCount += count;
|
||||
Vertex2D *result = node->vertices + node->count;
|
||||
node->count += count;
|
||||
return result;
|
||||
}
|
||||
|
||||
void PushVertex2D(Allocator allocator, VertexList2D *list, Vertex2D *vertices, int count) {
|
||||
Vertex2D *result = AllocVertex2D(allocator, list, count);
|
||||
for (int i = 0; i < count; i += 1) result[i] = vertices[i];
|
||||
}
|
||||
|
||||
void PushQuad2D(Allocator arena, VertexList2D *list, Rect2 rect, Rect2 tex, Color color, float rotation = 0.f, Vec2 rotation_point = {}) {
|
||||
Vertex2D *v = AllocVertex2D(arena, list, 6);
|
||||
v[0] = {
|
||||
{rect.min.x, rect.max.y},
|
||||
{ tex.min.x, tex.max.y},
|
||||
color
|
||||
};
|
||||
v[1] = {
|
||||
{rect.max.x, rect.max.y},
|
||||
{ tex.max.x, tex.max.y},
|
||||
color
|
||||
};
|
||||
v[2] = {
|
||||
{rect.min.x, rect.min.y},
|
||||
{ tex.min.x, tex.min.y},
|
||||
color
|
||||
};
|
||||
v[3] = {
|
||||
{rect.min.x, rect.min.y},
|
||||
{ tex.min.x, tex.min.y},
|
||||
color
|
||||
};
|
||||
v[4] = {
|
||||
{rect.max.x, rect.max.y},
|
||||
{ tex.max.x, tex.max.y},
|
||||
color
|
||||
};
|
||||
v[5] = {
|
||||
{rect.max.x, rect.min.y},
|
||||
{ tex.max.x, tex.min.y},
|
||||
color
|
||||
};
|
||||
if (rotation != 0.f) {
|
||||
float s = sinf(rotation);
|
||||
float c = cosf(rotation);
|
||||
for (int i = 0; i < 6; i += 1) {
|
||||
v[i].pos -= rotation_point;
|
||||
v[i].pos = {v[i].pos.x * c + v[i].pos.y * (-s), v[i].pos.x * s + v[i].pos.y * c};
|
||||
v[i].pos += rotation_point;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawRect(Rect2 rect, Color color) {
|
||||
PushQuad2D(RenderArena, &Vertices, rect, MainFont.white_texture_bounding_box, color);
|
||||
}
|
||||
|
||||
Vec2 DrawString(Font *font, String16 string, Vec2 pos, Color color, bool draw = true) {
|
||||
pos.y += font->ascent;
|
||||
Vec2 original_pos = pos;
|
||||
For(string) {
|
||||
Glyph *g = GetGlyph(font, it);
|
||||
Rect2 rect = Rect2FromSize(pos + g->offset, g->size);
|
||||
if (draw && it != '\n' && it != ' ' && it != '\t') {
|
||||
PushQuad2D(RenderArena, &Vertices, rect, g->atlas_bounding_box, color);
|
||||
}
|
||||
pos.x += g->xadvance;
|
||||
}
|
||||
Vec2 result = {pos.x - original_pos.x, font->size};
|
||||
return result;
|
||||
}
|
||||
|
||||
Vec2 GetStringSize(Font *font, String16 string) {
|
||||
return DrawString(font, string, {}, {}, false);
|
||||
}
|
||||
|
||||
Int GetCharSpacing(Font *font) {
|
||||
Glyph *g = GetGlyph(font, '_');
|
||||
if (g->xadvance) return (Int)g->xadvance;
|
||||
return (Int)g->size.x;
|
||||
}
|
||||
|
||||
Int GetLineSpacing(Font *font) {
|
||||
Int result = (Int)(font->ascent - font->descent + font->line_gap);
|
||||
return result;
|
||||
}
|
||||
|
||||
void BeginScissor(Rect2 rect) {
|
||||
glScissor((GLint)rect.min.x, (GLint)rect.min.y, (GLsizei)(rect.max.x - rect.min.x), (GLsizei)(rect.max.y - rect.min.y));
|
||||
}
|
||||
|
||||
void BeginScissor(Rect2I rect) {
|
||||
glScissor((GLint)rect.min.x, (GLint)rect.min.y, (GLsizei)(rect.max.x - rect.min.x), (GLsizei)(rect.max.y - rect.min.y));
|
||||
}
|
||||
|
||||
void EndScissor() {
|
||||
glScissor(0, 0, (GLsizei)WindowSize.x, (GLsizei)WindowSize.y);
|
||||
}
|
||||
|
||||
Rect2 GetScreenRectF() {
|
||||
Rect2 result = {0, 0, WindowSize.x, WindowSize.y};
|
||||
return result;
|
||||
}
|
||||
|
||||
Rect2I GetScreenRectI() {
|
||||
Rect2I result = {0, 0, (Int)WindowSize.x, (Int)WindowSize.y};
|
||||
return result;
|
||||
}
|
||||
309
src/text_editor/new_text_editor.cpp
Normal file
309
src/text_editor/new_text_editor.cpp
Normal file
@@ -0,0 +1,309 @@
|
||||
#include <math.h>
|
||||
|
||||
#define BASIC_IMPL
|
||||
#include "basic/basic.h"
|
||||
#include "basic/filesystem.h"
|
||||
#include "basic/string16.cpp"
|
||||
#include "basic/math_int.cpp"
|
||||
#include "basic/math.cpp"
|
||||
#include "profiler/profiler.cpp"
|
||||
|
||||
#include "SDL3/SDL.h"
|
||||
#include "external/glad/glad.h"
|
||||
#include "external/stb_truetype.h"
|
||||
#include "external/stb_truetype.c"
|
||||
|
||||
#include "platform/font.cpp"
|
||||
#include "platform/render_opengl.cpp"
|
||||
|
||||
#include "text_editor.h"
|
||||
#include "buffer_helpers.cpp"
|
||||
#include "buffer.cpp"
|
||||
#include "buffer_multi_cursor.cpp"
|
||||
#include "buffer_history.cpp"
|
||||
#include "buffer_fuzzy_search.cpp"
|
||||
#include "buffer_test_load.cpp"
|
||||
|
||||
#include "management.cpp"
|
||||
#include "window.cpp"
|
||||
|
||||
#include "colors.cpp"
|
||||
#include "window_draw.cpp"
|
||||
|
||||
#include "lua.hpp"
|
||||
#include "lua_api.cpp"
|
||||
|
||||
bool AppIsRunning = true;
|
||||
bool WaitForEvents = false;
|
||||
|
||||
void ProcessSDLEvent(SDL_Event *event) {
|
||||
switch (event->type) {
|
||||
case SDL_EVENT_QUIT: AppIsRunning = false; return;
|
||||
case SDL_EVENT_KEY_DOWN: {
|
||||
SDL_KeyboardEvent &key = event->key;
|
||||
bool shift = key.mod & SDL_KMOD_SHIFT;
|
||||
bool ctrl = key.mod & SDL_KMOD_CTRL;
|
||||
bool alt = key.mod & SDL_KMOD_ALT;
|
||||
bool super = key.mod & SDL_KMOD_GUI;
|
||||
|
||||
if (key.key == SDLK_F5) {
|
||||
AppIsRunning = false;
|
||||
return;
|
||||
}
|
||||
|
||||
} break;
|
||||
case SDL_EVENT_KEY_UP: {
|
||||
SDL_KeyboardEvent &key = event->key;
|
||||
bool shift = key.mod & SDL_KMOD_SHIFT;
|
||||
bool ctrl = key.mod & SDL_KMOD_CTRL;
|
||||
bool alt = key.mod & SDL_KMOD_ALT;
|
||||
bool super = key.mod & SDL_KMOD_GUI;
|
||||
|
||||
} break;
|
||||
case SDL_EVENT_TEXT_INPUT: {
|
||||
} break;
|
||||
case SDL_EVENT_MOUSE_MOTION: {
|
||||
} break;
|
||||
case SDL_EVENT_MOUSE_BUTTON_DOWN: {
|
||||
} break;
|
||||
case SDL_EVENT_MOUSE_BUTTON_UP: {
|
||||
} break;
|
||||
case SDL_EVENT_MOUSE_WHEEL: {
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
#if _WIN32
|
||||
int WinMain(void *hInstance, void *hPrevInstance, const char *lpCmdLine, int nShowCmd)
|
||||
#else
|
||||
int main()
|
||||
#endif
|
||||
{
|
||||
BeginProfiler();
|
||||
BeginProfileScope("main");
|
||||
|
||||
InitScratch();
|
||||
InitArena(&Perm);
|
||||
WorkingDir = GetWorkingDir(Perm);
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) == -1) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
|
||||
return 1;
|
||||
}
|
||||
|
||||
const char *glsl_version = "#version 450";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
|
||||
SDL_Window *window = SDL_CreateWindow("Text editor", 1280, 720, window_flags);
|
||||
if (window == NULL) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window!", SDL_GetError(), NULL);
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load opengl!", SDL_GetError(), NULL);
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_SetSwapInterval(1); // vsync
|
||||
InitRender();
|
||||
InitLua();
|
||||
|
||||
{
|
||||
Scratch scratch;
|
||||
Atlas atlas = CreateAtlas(scratch, {1024, 1024});
|
||||
MainFont = CreateFont(&atlas, 16, "C:\\Windows\\Fonts\\consola.ttf");
|
||||
{
|
||||
glCreateTextures(GL_TEXTURE_2D, 1, &atlas.texture_id);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTextureParameteri(atlas.texture_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTextureStorage2D(atlas.texture_id, 1, GL_R8, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y);
|
||||
glTextureSubImage2D(atlas.texture_id, 0, 0, 0, (GLsizei)atlas.size.x, (GLsizei)atlas.size.y, GL_RED, GL_UNSIGNED_BYTE, atlas.bitmap);
|
||||
}
|
||||
MainFont.texture_id = atlas.texture_id;
|
||||
FontCharSpacing = GetCharSpacing(&MainFont);
|
||||
FontLineSpacing = GetLineSpacing(&MainFont);
|
||||
}
|
||||
|
||||
Allocator sys_allocator = GetSystemAllocator();
|
||||
{
|
||||
Buffer *buffer = CreateBuffer(sys_allocator, "*scratch*");
|
||||
}
|
||||
|
||||
{
|
||||
Window *w = CreateWindow();
|
||||
Buffer *b = CreateBuffer(sys_allocator, "*load_text_a*");
|
||||
View *v = CreateView(b->id);
|
||||
LoadTextA(b);
|
||||
AddView(w, v->id);
|
||||
}
|
||||
SetActiveWindow({1});
|
||||
|
||||
{
|
||||
Window *w = CreateWindow();
|
||||
Buffer *b = CreateBuffer(sys_allocator, "*load_unicode*");
|
||||
View *v = CreateView(b->id);
|
||||
LoadUnicode(b);
|
||||
AddView(w, v->id);
|
||||
}
|
||||
{
|
||||
Window *w = CreateWindow();
|
||||
Buffer *b = GetBuffer({0});
|
||||
View *v = CreateView(b->id);
|
||||
AddView(w, v->id);
|
||||
}
|
||||
{
|
||||
Window *w = CreateWindow();
|
||||
w->draw_scrollbar = false;
|
||||
w->draw_line_numbers = false;
|
||||
w->dont_save_in_active_window_history = true;
|
||||
w->deactivate_on_escape = true;
|
||||
Buffer *b = CreateBuffer(sys_allocator, "*infobar*");
|
||||
b->no_history = true;
|
||||
View *v = CreateView(b->id);
|
||||
AddView(w, v->id);
|
||||
InfoBarWindowID = w->id;
|
||||
}
|
||||
|
||||
{
|
||||
Window *w = CreateWindow();
|
||||
w->draw_scrollbar = false;
|
||||
w->draw_line_numbers = false;
|
||||
w->visible = false;
|
||||
w->fuzzy_search = true;
|
||||
w->execute_line = true;
|
||||
w->invisible_when_inactive = true;
|
||||
w->dont_save_in_active_window_history = true;
|
||||
w->deactivate_on_escape = true;
|
||||
Buffer *b = CreateBuffer(sys_allocator, "*commands*");
|
||||
View *v = CreateView(b->id);
|
||||
AddView(w, v->id);
|
||||
CommandWindowID = w->id;
|
||||
|
||||
// Command_EvalLua(v, L"open \"./\"");
|
||||
}
|
||||
|
||||
{
|
||||
Window *w = CreateWindow();
|
||||
w->draw_scrollbar = false;
|
||||
w->draw_line_numbers = false;
|
||||
w->visible = false;
|
||||
w->dont_save_in_active_window_history = true;
|
||||
w->invisible_when_inactive = true;
|
||||
w->deactivate_on_escape = true;
|
||||
Buffer *b = CreateBuffer(sys_allocator, "*search*");
|
||||
View *v = CreateView(b->id);
|
||||
AddView(w, v->id);
|
||||
SearchWindowID = w->id;
|
||||
}
|
||||
|
||||
while (AppIsRunning) {
|
||||
FrameID += 1;
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowSize(window, &window_x, &window_y);
|
||||
Vec2 window_size = {(float)window_x, (float)window_y};
|
||||
BeginFrameRender(window_size);
|
||||
|
||||
Rect2I screen_rect = GetScreenRectI();
|
||||
Rect2I infobar_rect = CutBottom(&screen_rect, (Int)FontLineSpacing);
|
||||
float line_numbers_size = GetStringSize(&MainFont, L"1234567891").x;
|
||||
{
|
||||
int i = 5;
|
||||
if (Windows[i].visible) {
|
||||
Rect2I rect = CutBottom(&screen_rect, FontLineSpacing);
|
||||
Windows[i].total_rect = rect;
|
||||
Windows[i].document_rect = Windows[i].total_rect;
|
||||
}
|
||||
}
|
||||
{
|
||||
int i = 0;
|
||||
Windows[i].total_rect = CutLeft(&screen_rect, (Int)((double)GetSize(screen_rect).x * 0.33));
|
||||
Windows[i].document_rect = Windows[i].total_rect;
|
||||
if (Windows[i].draw_scrollbar) Windows[i].scrollbar_rect = CutRight(&Windows[i].document_rect, 10);
|
||||
if (Windows[i].draw_line_numbers) Windows[i].line_numbers_rect = CutLeft(&Windows[i].document_rect, (Int)line_numbers_size);
|
||||
}
|
||||
{
|
||||
int i = 1;
|
||||
Windows[i].total_rect = CutLeft(&screen_rect, (Int)((double)GetSize(screen_rect).x * 0.5));
|
||||
Windows[i].document_rect = Windows[i].total_rect;
|
||||
if (Windows[i].draw_scrollbar) Windows[i].scrollbar_rect = CutRight(&Windows[i].document_rect, 10);
|
||||
if (Windows[i].draw_line_numbers) Windows[i].line_numbers_rect = CutLeft(&Windows[i].document_rect, (Int)line_numbers_size);
|
||||
}
|
||||
{
|
||||
int i = 2;
|
||||
Windows[i].total_rect = CutLeft(&screen_rect, (Int)((double)GetSize(screen_rect).x * 1.0));
|
||||
Windows[i].document_rect = Windows[i].total_rect;
|
||||
if (Windows[i].draw_scrollbar) Windows[i].scrollbar_rect = CutRight(&Windows[i].document_rect, 10);
|
||||
if (Windows[i].draw_line_numbers) Windows[i].line_numbers_rect = CutLeft(&Windows[i].document_rect, (Int)line_numbers_size);
|
||||
}
|
||||
{
|
||||
int i = 3;
|
||||
Windows[i].total_rect = infobar_rect;
|
||||
Windows[i].document_rect = Windows[i].total_rect;
|
||||
}
|
||||
{
|
||||
int i = 4;
|
||||
Rect2 screen_rect = GetScreenRectF();
|
||||
Vec2 size = GetSize(screen_rect);
|
||||
CutTop(&screen_rect, size.y * 0.05f);
|
||||
CutLeft(&screen_rect, size.x * 0.2f);
|
||||
CutRight(&screen_rect, size.x * 0.2f);
|
||||
Rect2 r = CutTop(&screen_rect, FontLineSpacing * 30.f);
|
||||
|
||||
Windows[i].z = 1;
|
||||
Windows[i].total_rect = ToRect2I(r);
|
||||
Windows[i].document_rect = Windows[i].total_rect;
|
||||
}
|
||||
|
||||
SDL_Event event;
|
||||
if (WaitForEvents) {
|
||||
SDL_WaitEvent(&event);
|
||||
ProcessSDLEvent(&event);
|
||||
}
|
||||
while (SDL_PollEvent(&event)) {
|
||||
ProcessSDLEvent(&event);
|
||||
}
|
||||
|
||||
Scratch scratch;
|
||||
Array<Int> order = GetWindowZOrder(scratch);
|
||||
For(IterateInReverse(&order)) {
|
||||
Window &window = Windows[it];
|
||||
if (window.visible) {
|
||||
// HandleWindowBindings(&window);
|
||||
DrawWindow(window);
|
||||
}
|
||||
}
|
||||
|
||||
// {
|
||||
// Scratch scratch;
|
||||
// uint64_t ms = SDL_GetTicks();
|
||||
// double time = (double)ms / 1000.0;
|
||||
// String string = Format(scratch, "%d %f %f", (int)FrameID, time, (time / (double)FrameID));
|
||||
// DrawString(&MainFont, ToString16(scratch, string), {0, 0}, {255, 0, 0, 255});
|
||||
// }
|
||||
EndFrameRender(ColorBackground);
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
EndProfileScope();
|
||||
EndProfiler();
|
||||
|
||||
return 0;
|
||||
}
|
||||
14
src/text_editor/todo.txt
Normal file
14
src/text_editor/todo.txt
Normal file
@@ -0,0 +1,14 @@
|
||||
- Save file (utf16->utf8)
|
||||
- resize windows
|
||||
- file dock on left side
|
||||
- We can actually combine this with command window and lua, it's just going to be a buffer of
|
||||
- open "asd/asd/asd/asd"
|
||||
- Ctrl + F
|
||||
|
||||
- word completion
|
||||
- Colored strings
|
||||
|
||||
- move off raylib
|
||||
- Adjust text position a little bit down?
|
||||
- proper double click that works on laptop
|
||||
- font cache and on demand unicode loads
|
||||
Reference in New Issue
Block a user