desktop code refactoring

Signed-off-by: Peter Siegmund <developer@mars3142.org>
This commit is contained in:
2025-04-10 23:31:16 +02:00
parent b3bf03999b
commit 5b82cd8189
22 changed files with 163 additions and 158 deletions

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@@ -1,4 +1,5 @@
--- ---
BasedOnStyle: Chromium
Language: Cpp Language: Cpp
AccessModifierOffset: -4 AccessModifierOffset: -4
AlignAfterOpenBracket: AlwaysBreak AlignAfterOpenBracket: AlwaysBreak

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@@ -45,14 +45,14 @@ include_dependency(u8g2 https://github.com/olikraus/u8g2 1e92781)
add_subdirectory(components) add_subdirectory(components)
configure_file( configure_file(
"${PROJECT_SOURCE_DIR}/include/Version.h.in" "${CMAKE_SOURCE_DIR}/Version.h.in"
"${PROJECT_BINARY_DIR}/include/Version.h" "${CMAKE_SOURCE_DIR}/Version.h"
) )
include_directories( include_directories(
${CMAKE_INCLUDE_PATH} ${CMAKE_INCLUDE_PATH}
${CMAKE_SOURCE_DIR} ${CMAKE_SOURCE_DIR}
${PROJECT_BINARY_DIR}/include ${PROJECT_BINARY_DIR}/src
) )
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}

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@@ -1,11 +1,15 @@
## Systen Control ## Systen Control
### ESP32-S3 ### ESP32-S3 (folder: main)
This is an implementation of my custom system control project (custom pcb with Lolin ESP32-S3 Mini) and LED strip. This is an implementation of my custom system control project (custom pcb with Lolin ESP32-S3 Mini) and LED strip.
The build process is straight forward with ESP-IDF. We used version 5.4 while development and the github actions tried to compile for multiple ESP-IDF versions, so we are safe. The build process is straight forward with ESP-IDF. We used version 5.4 while development and the github actions tried to compile for multiple ESP-IDF versions, so we are safe.
### Desktop ### Desktop (folder: src)
It's included also a desktop application (with SDL3), so you can test the project without any MCU. It's included also a desktop application (with SDL3), so you can test the project without any MCU.
### Global Information
The projects can be generated from the root, because here is the starting CMakeLists.txt file.

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@@ -1,19 +0,0 @@
#pragma once
#include <SDL3/SDL.h>
#include "../model/AppContext.h"
namespace DebugOverlay {
inline bool show_debug_window = false;
inline bool show_unhandled_events = false;
inline bool show_led_matrix = true;
void init(const AppContext *context);
void update(AppContext *context, const SDL_Event *event);
void render(const AppContext *context);
void cleanup();
}

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@@ -1,44 +0,0 @@
#pragma once
#include "SDL3_ttf/SDL_ttf.h"
#include "Window.h"
class Matrix;
class AppContext {
public:
explicit AppContext(const Window *window) : m_window(window) {
m_font_default = TTF_OpenFont(
"assets/haxrcorp-4089.otf", 21);
m_font_text = TTF_OpenFont(
"assets/Helvetica-Bold.otf", 21);
}
~AppContext() {
TTF_CloseFont(m_font_default);
TTF_CloseFont(m_font_text);
}
[[nodiscard]] auto window() const -> SDL_Window *;
[[nodiscard]] auto renderer() const -> SDL_Renderer *;
[[nodiscard]] auto surface() const -> SDL_Surface *;
void setMatrix(Matrix *matrix);
[[nodiscard]] auto matrix() const -> Matrix *;
[[nodiscard]] auto matrix_window() const -> SDL_Window *;
[[nodiscard]] auto matrix_renderer() const -> SDL_Renderer *;
void matrix_render() const;
TTF_Font *m_font_default = nullptr;
private:
const Window *m_window;
Matrix *m_matrix = nullptr;
TTF_Font *m_font_text = nullptr;
};

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@@ -1,12 +1,11 @@
#include "debug/DebugOverlay.h" #include "debug/DebugOverlay.h"
#include <imgui_impl_sdlrenderer3.h>
#include "Common.h"
#include "Version.h"
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl3.h" #include "imgui_impl_sdl3.h"
#include <imgui_impl_sdlrenderer3.h>
#include "Common.h"
#include "ui/Matrix.h" #include "ui/Matrix.h"
#include "Version.h"
namespace DebugOverlay { namespace DebugOverlay {
void init(const AppContext* context) { void init(const AppContext* context) {
@@ -78,4 +77,4 @@ namespace DebugOverlay {
ImGui_ImplSDL3_Shutdown(); ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
} }
} } // namespace DebugOverlay

19
src/debug/DebugOverlay.h Normal file
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@@ -0,0 +1,19 @@
#pragma once
#include <SDL3/SDL.h>
#include "model/AppContext.h"
namespace DebugOverlay {
inline bool show_debug_window = false;
inline bool show_unhandled_events = false;
inline bool show_led_matrix = true;
void init(const AppContext* context);
void update(AppContext* context, const SDL_Event* event);
void render(const AppContext* context);
void cleanup();
}

43
src/model/AppContext.h Normal file
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@@ -0,0 +1,43 @@
#pragma once
#include "SDL3_ttf/SDL_ttf.h"
#include "Window.h"
class Matrix;
class AppContext {
public:
explicit AppContext(const Window* window)
: m_window(window) {
m_font_default = TTF_OpenFont("assets/haxrcorp-4089.otf", 21);
m_font_text = TTF_OpenFont("assets/Helvetica-Bold.otf", 21);
}
~AppContext() {
TTF_CloseFont(m_font_default);
TTF_CloseFont(m_font_text);
}
[[nodiscard]] auto window() const -> SDL_Window*;
[[nodiscard]] auto renderer() const -> SDL_Renderer*;
[[nodiscard]] auto surface() const -> SDL_Surface*;
void setMatrix(Matrix* matrix);
[[nodiscard]] auto matrix() const -> Matrix*;
[[nodiscard]] auto matrix_window() const -> SDL_Window*;
[[nodiscard]] auto matrix_renderer() const -> SDL_Renderer*;
void matrix_render() const;
TTF_Font* m_font_default = nullptr;
private:
const Window* m_window;
Matrix* m_matrix = nullptr;
TTF_Font* m_font_text = nullptr;
};

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@@ -5,7 +5,7 @@
#include <vector> #include <vector>
#include "UIWidget.h" #include "UIWidget.h"
#include "../model/AppContext.h" #include "model/AppContext.h"
#include "common/Widget.h" #include "common/Widget.h"
class Device final : public UIWidget { class Device final : public UIWidget {

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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include "../model/Window.h"
#include "model/Window.h"
class Matrix { class Matrix {
public: public:

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "../model/AppContext.h" #include "model/AppContext.h"
class UIWidget { class UIWidget {
public: public:

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@@ -21,8 +21,10 @@ Button::Button(
} }
void Button::render() const { void Button::render() const {
const auto button = ResourceManager::getInstance().get_texture(get_context()->renderer(), "assets/button_normal.png"); const auto button = ResourceManager::getInstance().get_texture(
const auto overlay =ResourceManager::getInstance().get_texture(get_context()->renderer(), "assets/button_pressed_overlay.png"); get_context()->renderer(), "assets/button_normal.png");
const auto overlay = ResourceManager::getInstance().get_texture(
get_context()->renderer(), "assets/button_pressed_overlay.png");
const auto dst = SDL_FRect(m_x, m_y, m_width, m_width); const auto dst = SDL_FRect(m_x, m_y, m_width, m_width);
SDL_RenderTexture(get_context()->renderer(), button, nullptr, &dst); SDL_RenderTexture(get_context()->renderer(), button, nullptr, &dst);

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "../UIWidget.h" #include "ui/UIWidget.h"
#include <functional> #include <functional>

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@@ -1,6 +1,6 @@
#include "ui/widgets/D_Pad.h" #include "ui/widgets/D_Pad.h"
#include <ResourceManager.h> #include "ResourceManager.h"
D_Pad::D_Pad( D_Pad::D_Pad(
void* appState, void* appState,

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@@ -1,7 +1,6 @@
#pragma once #pragma once
#include "functional" #include "functional"
#include "ui/UIWidget.h" #include "ui/UIWidget.h"
#define DPAD_WIDTH (105) #define DPAD_WIDTH (105)