ghostty/src/apprt/gtk/ImguiWidget.zig
2023-10-24 15:27:15 -07:00

393 lines
14 KiB
Zig

const ImguiWidget = @This();
const std = @import("std");
const assert = std.debug.assert;
const cimgui = @import("cimgui");
const c = @import("c.zig");
const key = @import("key.zig");
const gl = @import("../../renderer/opengl/main.zig");
const input = @import("../../input.zig");
const log = std.log.scoped(.gtk_imgui_widget);
/// This is called every frame to populate the ImGui frame.
render_callback: ?*const fn (?*anyopaque) void = null,
render_userdata: ?*anyopaque = null,
/// Our OpenGL widget
gl_area: *c.GtkGLArea,
im_context: *c.GtkIMContext,
/// ImGui Context
ig_ctx: *cimgui.c.ImGuiContext,
/// Our previous instant used to calculate delta time for animations.
instant: ?std.time.Instant = null,
/// Initialize the widget. This must have a stable pointer for events.
pub fn init(self: *ImguiWidget) !void {
// Each widget gets its own imgui context so we can have multiple
// imgui views in the same application.
const ig_ctx = cimgui.c.igCreateContext(null);
errdefer cimgui.c.igDestroyContext(ig_ctx);
cimgui.c.igSetCurrentContext(ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
io.BackendPlatformName = "ghostty_gtk";
// Our OpenGL area for drawing
const gl_area = c.gtk_gl_area_new();
c.gtk_gl_area_set_auto_render(@ptrCast(gl_area), 1);
// The GL area has to be focusable so that it can receive events
c.gtk_widget_set_focusable(@ptrCast(gl_area), 1);
c.gtk_widget_set_focus_on_click(@ptrCast(gl_area), 1);
// Clicks
const gesture_click = c.gtk_gesture_click_new();
errdefer c.g_object_unref(gesture_click);
c.gtk_gesture_single_set_button(@ptrCast(gesture_click), 0);
c.gtk_widget_add_controller(@ptrCast(gl_area), @ptrCast(gesture_click));
// Mouse movement
const ec_motion = c.gtk_event_controller_motion_new();
errdefer c.g_object_unref(ec_motion);
c.gtk_widget_add_controller(@ptrCast(gl_area), ec_motion);
// Scroll events
const ec_scroll = c.gtk_event_controller_scroll_new(
c.GTK_EVENT_CONTROLLER_SCROLL_BOTH_AXES |
c.GTK_EVENT_CONTROLLER_SCROLL_DISCRETE,
);
errdefer c.g_object_unref(ec_scroll);
c.gtk_widget_add_controller(@ptrCast(gl_area), ec_scroll);
// Focus controller will tell us about focus enter/exit events
const ec_focus = c.gtk_event_controller_focus_new();
errdefer c.g_object_unref(ec_focus);
c.gtk_widget_add_controller(@ptrCast(gl_area), ec_focus);
// Key event controller will tell us about raw keypress events.
const ec_key = c.gtk_event_controller_key_new();
errdefer c.g_object_unref(ec_key);
c.gtk_widget_add_controller(@ptrCast(gl_area), ec_key);
errdefer c.gtk_widget_remove_controller(@ptrCast(gl_area), ec_key);
// The input method context that we use to translate key events into
// characters. This doesn't have an event key controller attached because
// we call it manually from our own key controller.
const im_context = c.gtk_im_multicontext_new();
errdefer c.g_object_unref(im_context);
// Signals
_ = c.g_signal_connect_data(gl_area, "destroy", c.G_CALLBACK(&gtkDestroy), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(gl_area, "realize", c.G_CALLBACK(&gtkRealize), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(gl_area, "unrealize", c.G_CALLBACK(&gtkUnrealize), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(gl_area, "render", c.G_CALLBACK(&gtkRender), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(gl_area, "resize", c.G_CALLBACK(&gtkResize), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(ec_focus, "enter", c.G_CALLBACK(&gtkFocusEnter), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(ec_focus, "leave", c.G_CALLBACK(&gtkFocusLeave), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(ec_key, "key-pressed", c.G_CALLBACK(&gtkKeyPressed), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(ec_key, "key-released", c.G_CALLBACK(&gtkKeyReleased), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(ec_motion, "motion", c.G_CALLBACK(&gtkMouseMotion), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(ec_scroll, "scroll", c.G_CALLBACK(&gtkMouseScroll), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(gesture_click, "pressed", c.G_CALLBACK(&gtkMouseDown), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(gesture_click, "released", c.G_CALLBACK(&gtkMouseUp), self, null, c.G_CONNECT_DEFAULT);
_ = c.g_signal_connect_data(im_context, "commit", c.G_CALLBACK(&gtkInputCommit), self, null, c.G_CONNECT_DEFAULT);
self.* = .{
.gl_area = @ptrCast(gl_area),
.im_context = @ptrCast(im_context),
.ig_ctx = ig_ctx,
};
}
/// Deinitialize the widget. This should ONLY be called if the widget gl_area
/// was never added to a parent. Otherwise, cleanup automatically happens
/// when the widget is destroyed and this should NOT be called.
pub fn deinit(self: *ImguiWidget) void {
cimgui.c.igDestroyContext(self.ig_ctx);
}
/// This should be called anytime the underlying data for the UI changes
/// so that the UI can be refreshed.
pub fn queueRender(self: *const ImguiWidget) void {
c.gtk_gl_area_queue_render(self.gl_area);
}
/// Initialize the frame. Expects that the context is already current.
fn newFrame(self: *ImguiWidget) !void {
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
// Determine our delta time
const now = try std.time.Instant.now();
io.DeltaTime = if (self.instant) |prev| delta: {
const since_ns = now.since(prev);
const since_s: f32 = @floatFromInt(since_ns / std.time.ns_per_s);
break :delta @max(0.00001, since_s);
} else (1 / 60);
self.instant = now;
}
fn translateMouseButton(button: c.guint) ?c_int {
return switch (button) {
1 => cimgui.c.ImGuiMouseButton_Left,
2 => cimgui.c.ImGuiMouseButton_Middle,
3 => cimgui.c.ImGuiMouseButton_Right,
else => null,
};
}
fn gtkDestroy(v: *c.GtkWidget, ud: ?*anyopaque) callconv(.C) void {
_ = v;
log.debug("imgui widget destroy", .{});
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.deinit();
}
fn gtkRealize(area: *c.GtkGLArea, ud: ?*anyopaque) callconv(.C) void {
log.debug("gl surface realized", .{});
// We need to make the context current so we can call GL functions.
c.gtk_gl_area_make_current(area);
if (c.gtk_gl_area_get_error(area)) |err| {
log.err("surface failed to realize: {s}", .{err.*.message});
return;
}
// realize means that our OpenGL context is ready, so we can now
// initialize the ImgUI OpenGL backend for our context.
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
cimgui.c.igSetCurrentContext(self.ig_ctx);
_ = cimgui.c.ImGui_ImplOpenGL3_Init(null);
}
fn gtkUnrealize(area: *c.GtkGLArea, ud: ?*anyopaque) callconv(.C) void {
_ = area;
log.debug("gl surface unrealized", .{});
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
cimgui.c.igSetCurrentContext(self.ig_ctx);
cimgui.c.ImGui_ImplOpenGL3_Shutdown();
}
fn gtkResize(area: *c.GtkGLArea, width: c.gint, height: c.gint, ud: ?*anyopaque) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const scale_factor = c.gtk_widget_get_scale_factor(@ptrCast(area));
log.debug("gl resize width={} height={} scale={}", .{
width,
height,
scale_factor,
});
// Our display size is always unscaled. We'll do the scaling in the
// style instead. This creates crisper looking fonts.
io.DisplaySize = .{ .x = @floatFromInt(width), .y = @floatFromInt(height) };
io.DisplayFramebufferScale = .{ .x = 1, .y = 1 };
// Setup a new style and scale it appropriately.
const style = cimgui.c.ImGuiStyle_ImGuiStyle();
defer cimgui.c.ImGuiStyle_destroy(style);
cimgui.c.ImGuiStyle_ScaleAllSizes(style, @floatFromInt(scale_factor));
const active_style = cimgui.c.igGetStyle();
active_style.* = style.*;
}
fn gtkRender(area: *c.GtkGLArea, ctx: *c.GdkGLContext, ud: ?*anyopaque) callconv(.C) c.gboolean {
_ = area;
_ = ctx;
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
cimgui.c.igSetCurrentContext(self.ig_ctx);
// Setup our frame. We render twice because some ImGui behaviors
// take multiple renders to process. I don't know how to make this
// more efficient.
for (0..2) |_| {
cimgui.c.ImGui_ImplOpenGL3_NewFrame();
self.newFrame() catch |err| {
log.err("failed to setup frame: {}", .{err});
return 0;
};
cimgui.c.igNewFrame();
// Build our UI
if (self.render_callback) |cb| cb(self.render_userdata);
// Render
cimgui.c.igRender();
}
// OpenGL final render
gl.clearColor(0x28 / 0xFF, 0x2C / 0xFF, 0x34 / 0xFF, 1.0);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT);
cimgui.c.ImGui_ImplOpenGL3_RenderDrawData(cimgui.c.igGetDrawData());
return 1;
}
fn gtkMouseMotion(
_: *c.GtkEventControllerMotion,
x: c.gdouble,
y: c.gdouble,
ud: ?*anyopaque,
) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const scale_factor: f64 = @floatFromInt(c.gtk_widget_get_scale_factor(
@ptrCast(self.gl_area),
));
cimgui.c.ImGuiIO_AddMousePosEvent(
io,
@floatCast(x * scale_factor),
@floatCast(y * scale_factor),
);
self.queueRender();
}
fn gtkMouseDown(
gesture: *c.GtkGestureClick,
_: c.gint,
_: c.gdouble,
_: c.gdouble,
ud: ?*anyopaque,
) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const gdk_button = c.gtk_gesture_single_get_current_button(@ptrCast(gesture));
if (translateMouseButton(gdk_button)) |button| {
cimgui.c.ImGuiIO_AddMouseButtonEvent(io, button, true);
}
}
fn gtkMouseUp(
gesture: *c.GtkGestureClick,
_: c.gint,
_: c.gdouble,
_: c.gdouble,
ud: ?*anyopaque,
) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const gdk_button = c.gtk_gesture_single_get_current_button(@ptrCast(gesture));
if (translateMouseButton(gdk_button)) |button| {
cimgui.c.ImGuiIO_AddMouseButtonEvent(io, button, false);
}
}
fn gtkMouseScroll(
_: *c.GtkEventControllerScroll,
x: c.gdouble,
y: c.gdouble,
ud: ?*anyopaque,
) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
cimgui.c.ImGuiIO_AddMouseWheelEvent(
io,
@floatCast(x),
@floatCast(-y),
);
}
fn gtkFocusEnter(_: *c.GtkEventControllerFocus, ud: ?*anyopaque) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
cimgui.c.ImGuiIO_AddFocusEvent(io, true);
}
fn gtkFocusLeave(_: *c.GtkEventControllerFocus, ud: ?*anyopaque) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
cimgui.c.ImGuiIO_AddFocusEvent(io, false);
}
fn gtkInputCommit(
_: *c.GtkIMContext,
bytes: [*:0]u8,
ud: ?*anyopaque,
) callconv(.C) void {
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
cimgui.c.ImGuiIO_AddInputCharactersUTF8(io, bytes);
}
fn gtkKeyPressed(
ec_key: *c.GtkEventControllerKey,
keyval: c.guint,
keycode: c.guint,
gtk_mods: c.GdkModifierType,
ud: ?*anyopaque,
) callconv(.C) c.gboolean {
return if (keyEvent(.press, ec_key, keyval, keycode, gtk_mods, ud)) 1 else 0;
}
fn gtkKeyReleased(
ec_key: *c.GtkEventControllerKey,
keyval: c.guint,
keycode: c.guint,
state: c.GdkModifierType,
ud: ?*anyopaque,
) callconv(.C) c.gboolean {
return if (keyEvent(.release, ec_key, keyval, keycode, state, ud)) 1 else 0;
}
fn keyEvent(
action: input.Action,
ec_key: *c.GtkEventControllerKey,
keyval: c.guint,
keycode: c.guint,
gtk_mods: c.GdkModifierType,
ud: ?*anyopaque,
) bool {
_ = keycode;
const self: *ImguiWidget = @ptrCast(@alignCast(ud.?));
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
// Translate the GTK mods and update the modifiers on every keypress
const mods = key.translateMods(gtk_mods);
cimgui.c.ImGuiIO_AddKeyEvent(io, cimgui.c.ImGuiKey_LeftShift, mods.shift);
cimgui.c.ImGuiIO_AddKeyEvent(io, cimgui.c.ImGuiKey_LeftCtrl, mods.ctrl);
cimgui.c.ImGuiIO_AddKeyEvent(io, cimgui.c.ImGuiKey_LeftAlt, mods.alt);
cimgui.c.ImGuiIO_AddKeyEvent(io, cimgui.c.ImGuiKey_LeftSuper, mods.super);
// If our keyval has a key, then we send that key event
if (key.keyFromKeyval(keyval)) |inputkey| {
if (inputkey.imguiKey()) |imgui_key| {
cimgui.c.ImGuiIO_AddKeyEvent(io, imgui_key, action == .press);
}
}
// Try to process the event as text
const event = c.gtk_event_controller_get_current_event(@ptrCast(ec_key));
_ = c.gtk_im_context_filter_keypress(self.im_context, event);
return true;
}