Revert "Окна открываются и закрываются"
This reverts commit 68a4647e3f.
This commit is contained in:
226
src/main.zig
226
src/main.zig
@@ -3,213 +3,63 @@ const builtin = @import("builtin");
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const dvui = @import("dvui");
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const SDLBackend = @import("sdl-backend");
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const WindowContext = struct {
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backend: SDLBackend,
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window: dvui.Window,
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title: [:0]u8,
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id: usize,
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fn deinit(self: *WindowContext, allocator: std.mem.Allocator, last_backend: bool) void {
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self.window.deinit();
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if (last_backend) {
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self.backend.deinit();
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} else {
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destroyBackendKeepingSDL(&self.backend);
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}
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allocator.free(self.title);
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self.* = undefined;
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}
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};
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pub fn main() !void {
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if (@import("builtin").os.tag == .windows) {
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// on windows graphical apps have no console, so output goes to nowhere - attach it manually. related: https://github.com/ziglang/zig/issues/4196
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dvui.Backend.Common.windowsAttachConsole() catch {};
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}
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SDLBackend.enableSDLLogging();
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std.log.info("SDL version: {f}", .{SDLBackend.getSDLVersion()});
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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defer _ = gpa.deinit();
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const allocator = gpa.allocator();
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var windows = try std.ArrayList(*WindowContext).initCapacity(allocator, 0);
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defer {
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for (windows.items, 0..) |ctx, i| {
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const last = i + 1 == windows.items.len;
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ctx.deinit(allocator, last);
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allocator.destroy(ctx);
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}
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windows.deinit(allocator);
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}
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var backend = try SDLBackend.initWindow(.{
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.allocator = allocator,
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.size = .{ .w = 800.0, .h = 600.0 },
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.title = "My DVUI App",
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.vsync = true,
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});
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defer backend.deinit();
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var next_window_id: usize = 1;
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const first_ctx = try createWindow(allocator, next_window_id);
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next_window_id += 1;
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try windows.append(allocator, first_ctx);
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var win = try dvui.Window.init(@src(), allocator, backend.backend(), .{
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.theme = switch (backend.preferredColorScheme() orelse .light) {
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.light => dvui.Theme.builtin.adwaita_light,
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.dark => dvui.Theme.builtin.adwaita_dark,
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},
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});
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defer win.deinit();
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var interrupted = false;
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main_loop: while (true) {
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if (windows.items.len == 0) break :main_loop;
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// beginWait coordinates with waitTime below to run frames only when needed
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const nstime = win.beginWait(interrupted);
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const saw_events = try pumpEvents(&windows);
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// marks the beginning of a frame for dvui, can call dvui functions after this
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try win.begin(nstime);
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var min_wait_event_micros: u32 = std.math.maxInt(u32);
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var idx: usize = 0;
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while (idx < windows.items.len) {
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const ctx = windows.items[idx];
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// send all SDL events to dvui for processing
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try backend.addAllEvents(&win);
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// beginWait coordinates with waitTime below to run frames only when needed
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const nstime = ctx.window.beginWait(interrupted);
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// marks the beginning of a frame for dvui, can call dvui functions after this
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try ctx.window.begin(nstime);
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// if dvui widgets might not cover the whole window, then need to clear
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// the previous frame's render
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_ = SDLBackend.c.SDL_SetRenderDrawColor(backend.renderer, 0, 0, 0, 255);
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_ = SDLBackend.c.SDL_RenderClear(backend.renderer);
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// if dvui widgets might not cover the whole window, then need to clear
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// the previous frame's render
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_ = SDLBackend.c.SDL_SetRenderDrawColor(ctx.backend.renderer, 0, 0, 0, 255);
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_ = SDLBackend.c.SDL_RenderClear(ctx.backend.renderer);
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const keep_running = gui_frame();
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if (!keep_running) break :main_loop;
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const keep_open = try gui_frame(ctx, allocator, &windows, &next_window_id);
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if (!keep_open) {
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closeWindow(&windows, allocator, idx);
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continue;
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}
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// marks end of dvui frame, don't call dvui functions after this
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// - sends all dvui stuff to backend for rendering, must be called before renderPresent()
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const end_micros = try win.end(.{});
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// marks end of dvui frame, don't call dvui functions after this
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// - sends all dvui stuff to backend for rendering, must be called before renderPresent()
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const end_micros = try ctx.window.end(.{});
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// cursor management
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try backend.setCursor(win.cursorRequested());
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try backend.textInputRect(win.textInputRequested());
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// cursor management
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try ctx.backend.setCursor(ctx.window.cursorRequested());
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try ctx.backend.textInputRect(ctx.window.textInputRequested());
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// render frame to OS
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try backend.renderPresent();
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// render frame to OS
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try ctx.backend.renderPresent();
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// waitTime and beginWait combine to achieve variable framerates
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const wait_event_micros = ctx.window.waitTime(end_micros);
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min_wait_event_micros = @min(min_wait_event_micros, wait_event_micros);
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idx += 1;
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}
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if (windows.items.len == 0) break :main_loop;
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interrupted = saw_events or try windows.items[0].backend.waitEventTimeout(min_wait_event_micros);
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// waitTime and beginWait combine to achieve variable framerates
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const wait_event_micros = win.waitTime(end_micros);
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interrupted = try backend.waitEventTimeout(wait_event_micros);
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}
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}
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fn createWindow(allocator: std.mem.Allocator, id: usize) !*WindowContext {
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var ctx = try allocator.create(WindowContext);
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errdefer allocator.destroy(ctx);
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ctx.id = id;
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const title_bytes = try std.fmt.allocPrint(allocator, "My DVUI App #{d}", .{id});
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defer allocator.free(title_bytes);
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ctx.title = try allocator.allocSentinel(u8, title_bytes.len, 0);
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@memcpy(ctx.title[0..title_bytes.len], title_bytes);
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ctx.backend = try SDLBackend.initWindow(.{
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.allocator = allocator,
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.size = .{ .w = 800.0, .h = 600.0 },
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.title = ctx.title,
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.vsync = true,
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});
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errdefer destroyBackendKeepingSDL(&ctx.backend);
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const theme = switch (ctx.backend.preferredColorScheme() orelse .light) {
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.light => dvui.Theme.builtin.adwaita_light,
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.dark => dvui.Theme.builtin.adwaita_dark,
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};
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ctx.window = try dvui.Window.init(@src(), allocator, ctx.backend.backend(), .{ .theme = theme });
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errdefer ctx.window.deinit();
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return ctx;
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}
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fn closeWindow(windows: *std.ArrayList(*WindowContext), allocator: std.mem.Allocator, idx: usize) void {
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const last = windows.items.len == 1;
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const ctx = windows.swapRemove(idx);
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ctx.deinit(allocator, last);
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allocator.destroy(ctx);
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}
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fn destroyBackendKeepingSDL(backend: *SDLBackend) void {
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SDLBackend.c.SDL_DestroyRenderer(backend.renderer);
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SDLBackend.c.SDL_DestroyWindow(backend.window);
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backend.we_own_window = false;
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backend.deinit();
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}
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fn windowId(ctx: *WindowContext) u32 {
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return @intCast(SDLBackend.c.SDL_GetWindowID(ctx.backend.window));
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}
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fn eventWindowId(event: SDLBackend.c.SDL_Event) ?u32 {
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return switch (event.type) {
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_KEY_DOWN else SDLBackend.c.SDL_KEYDOWN => @intCast(event.key.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_KEY_UP else SDLBackend.c.SDL_KEYUP => @intCast(event.key.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_TEXT_INPUT else SDLBackend.c.SDL_TEXTINPUT => @intCast(event.text.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_TEXT_EDITING else SDLBackend.c.SDL_TEXTEDITING => @intCast(event.edit.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_MOUSE_MOTION else SDLBackend.c.SDL_MOUSEMOTION => @intCast(event.motion.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_MOUSE_BUTTON_DOWN else SDLBackend.c.SDL_MOUSEBUTTONDOWN => @intCast(event.button.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_MOUSE_BUTTON_UP else SDLBackend.c.SDL_MOUSEBUTTONUP => @intCast(event.button.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_MOUSE_WHEEL else SDLBackend.c.SDL_MOUSEWHEEL => @intCast(event.wheel.windowID),
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if (SDLBackend.sdl3) SDLBackend.c.SDL_EVENT_WINDOW_CLOSE_REQUESTED else SDLBackend.c.SDL_WINDOWEVENT => @intCast(event.window.windowID),
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else => null,
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};
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}
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fn pumpEvents(windows: *std.ArrayList(*WindowContext)) !bool {
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var event: SDLBackend.c.SDL_Event = undefined;
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const poll_got_event = if (SDLBackend.sdl3) true else 1;
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var saw_event = false;
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while (SDLBackend.c.SDL_PollEvent(&event) == poll_got_event) {
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saw_event = true;
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if (eventWindowId(event)) |wid| {
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for (windows.items) |ctx| {
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if (windowId(ctx) == wid) {
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_ = try ctx.backend.addEvent(&ctx.window, event);
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break;
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}
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}
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} else {
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// broadcast events without a window target (like SDL_QUIT)
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for (windows.items) |ctx| {
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_ = try ctx.backend.addEvent(&ctx.window, event);
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}
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}
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}
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return saw_event;
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}
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fn gui_frame(ctx: *WindowContext, allocator: std.mem.Allocator, windows: *std.ArrayList(*WindowContext), next_window_id: *usize) !bool {
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for (ctx.window.events.items) |*e| {
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if (e.evt == .window and e.evt.window.action == .close) return false;
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// Treat SDL_QUIT as a global request; ignore here so other windows keep running.
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}
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var root = dvui.box(@src(), .{ .dir = .vertical }, .{ .expand = .both, .padding = dvui.Rect.all(12), .background = true, .style = .window });
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defer root.deinit();
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dvui.label(@src(), "Window #{d}", .{ctx.id}, .{ .font_style = .title_2 });
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dvui.label(@src(), "Open windows: {d}", .{windows.items.len}, .{});
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if (dvui.button(@src(), "New window", .{}, .{})) {
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const id = next_window_id.*;
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next_window_id.* += 1;
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const new_ctx = try createWindow(allocator, id);
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try windows.append(allocator, new_ctx);
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}
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fn gui_frame() bool {
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return true;
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}
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