Files
system-control/src/main.cpp
2025-06-12 20:21:53 +02:00

179 lines
4.5 KiB
C++

#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <vector>
#include <u8g2.h>
#include "Common.h"
#include "debug/DebugOverlay.h"
#include "hal/u8g2_hal_sdl.h"
#include "model/AppContext.h"
#include "PushButton.h"
#include "ui/Device.h"
#include "ui/UIWidget.h"
#include "ui/widgets/Button.h"
#include "ui/widgets/D_Pad.h"
constexpr unsigned int WINDOW_WIDTH = (U8G2_SCREEN_WIDTH * U8G2_SCREEN_FACTOR + 3 * U8G2_SCREEN_PADDING +
2 * BUTTON_WIDTH + DPAD_WIDTH + 2 * U8G2_SCREEN_PADDING);
constexpr unsigned int WINDOW_HEIGHT = (U8G2_SCREEN_HEIGHT * U8G2_SCREEN_FACTOR + 50);
std::shared_ptr<Device> device;
std::vector<std::shared_ptr<UIWidget>> widgets;
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) == false)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL! -> %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (TTF_Init() == false)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize TTF! -> %s", SDL_GetError());
return SDL_APP_FAILURE;
}
const auto win = CreateWindow("System Control (Simulator)", WINDOW_WIDTH, WINDOW_HEIGHT);
if (!win)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window! -> %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetRenderVSync(win->renderer(), SDL_RENDERER_VSYNC_ADAPTIVE);
SDL_SetWindowPosition(win->window(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(win->window());
const auto context = new AppContext(win);
*appstate = context;
device = std::make_shared<Device>(context);
widgets.push_back(device);
DebugOverlay::Init(context);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
const auto context = static_cast<AppContext *>(appstate);
DebugOverlay::Update(context, event);
switch (event->type)
{
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
/// multi window
if (SDL_GetWindowID(context->MainWindow()) == event->window.windowID)
{
return SDL_APP_SUCCESS;
}
break;
case SDL_EVENT_QUIT:
/// single window application
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
switch (event->key.key)
{
case SDLK_ESCAPE:
return SDL_APP_SUCCESS;
case SDLK_UP:
device->OnButtonClicked(BUTTON_UP);
break;
case SDLK_DOWN:
device->OnButtonClicked(BUTTON_DOWN);
break;
case SDLK_LEFT:
device->OnButtonClicked(BUTTON_LEFT);
break;
case SDLK_RIGHT:
device->OnButtonClicked(BUTTON_RIGHT);
break;
case SDLK_RETURN:
device->OnButtonClicked(BUTTON_SELECT);
break;
case SDLK_BACKSPACE:
device->OnButtonClicked(BUTTON_BACK);
break;
default:
break;
}
break;
case SDL_EVENT_KEY_UP:
if (event->key.key == SDLK_LSHIFT)
{
DebugOverlay::show_debug_window = !DebugOverlay::show_debug_window;
}
break;
case SDL_EVENT_MOUSE_MOTION:
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (event->button.button == SDL_BUTTON_LEFT)
{
device->HandleTap(&event->button);
}
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
if (event->button.button == SDL_BUTTON_LEFT)
{
device->ReleaseTap(&event->button);
}
default: {
if (DebugOverlay::show_unhandled_events)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Unused event: %d", event->type);
}
}
break;
}
// return continue to continue
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
const auto context = static_cast<AppContext *>(appstate);
/// render main window
SDL_SetRenderDrawColor(context->MainRenderer(), 0, 0, 0, 255);
SDL_RenderClear(context->MainRenderer());
for (const auto &widget : widgets)
{
widget->Render();
}
DebugOverlay::Render(context);
SDL_RenderPresent(context->MainRenderer());
/// render led matrix
context->Render();
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
DebugOverlay::Cleanup();
free(appstate);
// SDL will clean up the window/renderer for us.
TTF_Quit();
}