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Utils.go
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Utils.go
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package giu
import (
"fmt"
"image"
"image/color"
"image/draw"
"image/png"
"log"
"os"
"path/filepath"
"github.com/AllenDang/imgui-go"
"github.com/pkg/browser"
)
// LoadImage loads image from file and returns *image.RGBA.
func LoadImage(imgPath string) (*image.RGBA, error) {
imgFile, err := os.Open(filepath.Clean(imgPath))
if err != nil {
return nil, fmt.Errorf("LoadImage: error opening image file %s: %w", imgPath, err)
}
defer func() {
//nolint:govet // we want to reuse this err variable here
if err := imgFile.Close(); err != nil {
panic(fmt.Sprintf("error closing image file: %s", imgPath))
}
}()
img, err := png.Decode(imgFile)
if err != nil {
return nil, fmt.Errorf("LoadImage: error decoding png image: %w", err)
}
return ImageToRgba(img), nil
}
// ImageToRgba converts image.Image to *image.RGBA.
func ImageToRgba(img image.Image) *image.RGBA {
switch trueImg := img.(type) {
case *image.RGBA:
return trueImg
default:
rgba := image.NewRGBA(trueImg.Bounds())
draw.Draw(rgba, trueImg.Bounds(), trueImg, image.Pt(0, 0), draw.Src)
return rgba
}
}
// ToVec4Color converts rgba color to imgui.Vec4.
func ToVec4Color(col color.Color) imgui.Vec4 {
const mask = 0xffff
r, g, b, a := col.RGBA()
return imgui.Vec4{
X: float32(r) / mask,
Y: float32(g) / mask,
Z: float32(b) / mask,
W: float32(a) / mask,
}
}
// ToVec2 converts image.Point to imgui.Vec2.
func ToVec2(pt image.Point) imgui.Vec2 {
return imgui.Vec2{
X: float32(pt.X),
Y: float32(pt.Y),
}
}
// Vec4ToRGBA converts imgui's Vec4 to golang rgba color.
func Vec4ToRGBA(vec4 imgui.Vec4) color.RGBA {
return color.RGBA{
R: uint8(vec4.X * 255),
G: uint8(vec4.Y * 255),
B: uint8(vec4.Z * 255),
A: uint8(vec4.W * 255),
}
}
// Update updates giu app
// it is done by default after each frame.
// However because frames stops rendering, when no user
// action is done, it may be necessary to
// Update ui manually at some point.
func Update() {
Context.m.Lock()
defer Context.m.Unlock()
if Context.isAlive {
Context.platform.Update()
}
}
// GetCursorScreenPos returns imgui drawing cursor on the screen.
func GetCursorScreenPos() image.Point {
pos := imgui.CursorScreenPos()
return image.Pt(int(pos.X), int(pos.Y))
}
// SetCursorScreenPos sets imgui drawing cursor on the screen.
func SetCursorScreenPos(pos image.Point) {
imgui.SetCursorScreenPos(imgui.Vec2{X: float32(pos.X), Y: float32(pos.Y)})
}
// GetCursorPos gets imgui drawing cursor inside of current window.
func GetCursorPos() image.Point {
pos := imgui.CursorPos()
return image.Pt(int(pos.X), int(pos.Y))
}
// SetCursorPos sets imgui drawing cursor inside of current window.
func SetCursorPos(pos image.Point) {
imgui.SetCursorPos(imgui.Vec2{X: float32(pos.X), Y: float32(pos.Y)})
}
// GetMousePos returns mouse position.
func GetMousePos() image.Point {
pos := imgui.MousePos()
return image.Pt(int(pos.X), int(pos.Y))
}
// GetAvailableRegion returns region available for rendering.
// it is always WindowSize-WindowPadding*2.
func GetAvailableRegion() (width, height float32) {
region := imgui.ContentRegionAvail()
return region.X, region.Y
}
// CalcTextSize calls CalcTextSizeV(text, false, -1).
func CalcTextSize(text string) (width, height float32) {
return CalcTextSizeV(text, false, -1)
}
// CalcTextSizeV calculates text dimensions.
func CalcTextSizeV(text string, hideAfterDoubleHash bool, wrapWidth float32) (w, h float32) {
size := imgui.CalcTextSize(text, hideAfterDoubleHash, wrapWidth)
return size.X, size.Y
}
// SetNextWindowSize sets size of the next window.
func SetNextWindowSize(width, height float32) {
imgui.SetNextWindowSize(imgui.Vec2{X: width, Y: height})
}
// ExecCondition represents imgui.Condition.
type ExecCondition imgui.Condition
// imgui conditions.
const (
ConditionAlways ExecCondition = ExecCondition(imgui.ConditionAlways)
ConditionOnce ExecCondition = ExecCondition(imgui.ConditionOnce)
ConditionFirstUseEver ExecCondition = ExecCondition(imgui.ConditionFirstUseEver)
ConditionAppearing ExecCondition = ExecCondition(imgui.ConditionAppearing)
)
// SetNextWindowPos sets position of next window.
func SetNextWindowPos(x, y float32) {
imgui.SetNextWindowPos(imgui.Vec2{X: x, Y: y})
}
// SetNextWindowSizeV does similar to SetNextWIndowSize but allows to specify imgui.Condition.
func SetNextWindowSizeV(width, height float32, condition ExecCondition) {
imgui.SetNextWindowSizeV(
imgui.Vec2{
X: width,
Y: height,
},
imgui.Condition(condition),
)
}
// SetItemDefaultFocus set the item focused by default.
func SetItemDefaultFocus() {
imgui.SetItemDefaultFocus()
}
// SetKeyboardFocusHere sets keyboard focus at *NEXT* widget.
func SetKeyboardFocusHere() {
SetKeyboardFocusHereV(0)
}
// SetKeyboardFocusHereV sets keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
func SetKeyboardFocusHereV(i int) {
imgui.SetKeyboardFocusHereV(i)
}
// PushClipRect pushes a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
func PushClipRect(clipRectMin, clipRectMax image.Point, intersectWithClipRect bool) {
imgui.PushClipRect(ToVec2(clipRectMin), ToVec2(clipRectMax), intersectWithClipRect)
}
// PopClipRect should be called to end PushClipRect.
func PopClipRect() {
imgui.PopClipRect()
}
// Assert checks if cond. If not cond, it alls golang panic.
func Assert(cond bool, t, method, msg string, args ...any) {
if !cond {
fatal(t, method, msg, args...)
}
}
func fatal(widgetName, method, message string, args ...any) {
if widgetName != "" {
widgetName = fmt.Sprintf("(*%s)", widgetName)
}
log.Panicf("giu: %s.%s: %s", widgetName, method, fmt.Sprintf(message, args...))
}
// OpenURL opens `url` in default browser.
func OpenURL(url string) {
if err := browser.OpenURL(url); err != nil {
log.Printf("Error opening %s: %v", url, err)
}
}