ghostty/src/apprt/gtk/ImguiWidget.zig

471 lines
13 KiB
Zig

const ImguiWidget = @This();
const std = @import("std");
const assert = std.debug.assert;
const gdk = @import("gdk");
const gtk = @import("gtk");
const cimgui = @import("cimgui");
const gl = @import("opengl");
const key = @import("key.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: *gtk.GLArea,
im_context: *gtk.IMContext,
/// 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) orelse return error.OutOfMemory;
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 = gtk.GLArea.new();
gl_area.setAutoRender(@intFromBool(true));
// The GL area has to be focusable so that it can receive events
gl_area.as(gtk.Widget).setFocusable(@intFromBool(true));
gl_area.as(gtk.Widget).setFocusOnClick(@intFromBool(true));
// Clicks
const gesture_click = gtk.GestureClick.new();
errdefer gesture_click.unref();
gesture_click.as(gtk.GestureSingle).setButton(0);
gl_area.as(gtk.Widget).addController(gesture_click.as(gtk.EventController));
// Mouse movement
const ec_motion = gtk.EventControllerMotion.new();
errdefer ec_motion.unref();
gl_area.as(gtk.Widget).addController(ec_motion.as(gtk.EventController));
// Scroll events
const ec_scroll = gtk.EventControllerScroll.new(.flags_both_axes);
errdefer ec_scroll.unref();
gl_area.as(gtk.Widget).addController(ec_scroll.as(gtk.EventController));
// Focus controller will tell us about focus enter/exit events
const ec_focus = gtk.EventControllerFocus.new();
errdefer ec_focus.unref();
gl_area.as(gtk.Widget).addController(ec_focus.as(gtk.EventController));
// Key event controller will tell us about raw keypress events.
const ec_key = gtk.EventControllerKey.new();
errdefer ec_key.unref();
gl_area.as(gtk.Widget).addController(ec_key.as(gtk.EventController));
errdefer gl_area.as(gtk.Widget).removeController(ec_key.as(gtk.EventController));
// 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 = gtk.IMMulticontext.new();
errdefer im_context.unref();
// Signals
_ = gtk.Widget.signals.realize.connect(
gl_area,
*ImguiWidget,
gtkRealize,
self,
.{},
);
_ = gtk.Widget.signals.unrealize.connect(
gl_area,
*ImguiWidget,
gtkUnrealize,
self,
.{},
);
_ = gtk.Widget.signals.destroy.connect(
gl_area,
*ImguiWidget,
gtkDestroy,
self,
.{},
);
_ = gtk.GLArea.signals.render.connect(
gl_area,
*ImguiWidget,
gtkRender,
self,
.{},
);
_ = gtk.GLArea.signals.resize.connect(
gl_area,
*ImguiWidget,
gtkResize,
self,
.{},
);
_ = gtk.EventControllerKey.signals.key_pressed.connect(
ec_key,
*ImguiWidget,
gtkKeyPressed,
self,
.{},
);
_ = gtk.EventControllerKey.signals.key_released.connect(
ec_key,
*ImguiWidget,
gtkKeyReleased,
self,
.{},
);
_ = gtk.EventControllerFocus.signals.enter.connect(
ec_focus,
*ImguiWidget,
gtkFocusEnter,
self,
.{},
);
_ = gtk.EventControllerFocus.signals.leave.connect(
ec_focus,
*ImguiWidget,
gtkFocusLeave,
self,
.{},
);
_ = gtk.GestureClick.signals.pressed.connect(
gesture_click,
*ImguiWidget,
gtkMouseDown,
self,
.{},
);
_ = gtk.GestureClick.signals.released.connect(
gesture_click,
*ImguiWidget,
gtkMouseUp,
self,
.{},
);
_ = gtk.EventControllerMotion.signals.motion.connect(
ec_motion,
*ImguiWidget,
gtkMouseMotion,
self,
.{},
);
_ = gtk.EventControllerScroll.signals.scroll.connect(
ec_scroll,
*ImguiWidget,
gtkMouseScroll,
self,
.{},
);
_ = gtk.IMContext.signals.commit.connect(
im_context,
*ImguiWidget,
gtkInputCommit,
self,
.{},
);
self.* = .{
.gl_area = gl_area,
.im_context = im_context.as(gtk.IMContext),
.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 {
self.gl_area.queueRender();
}
/// 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_uint) ?c_int {
return switch (button) {
1 => cimgui.c.ImGuiMouseButton_Left,
2 => cimgui.c.ImGuiMouseButton_Middle,
3 => cimgui.c.ImGuiMouseButton_Right,
else => null,
};
}
fn gtkDestroy(_: *gtk.GLArea, self: *ImguiWidget) callconv(.c) void {
log.debug("imgui widget destroy", .{});
self.deinit();
}
fn gtkRealize(area: *gtk.GLArea, self: *ImguiWidget) callconv(.c) void {
log.debug("gl surface realized", .{});
// We need to make the context current so we can call GL functions.
area.makeCurrent();
if (area.getError()) |err| {
log.err("surface failed to realize: {s}", .{err.f_message orelse "(unknown)"});
return;
}
// realize means that our OpenGL context is ready, so we can now
// initialize the ImgUI OpenGL backend for our context.
cimgui.c.igSetCurrentContext(self.ig_ctx);
_ = cimgui.ImGui_ImplOpenGL3_Init(null);
}
fn gtkUnrealize(area: *gtk.GLArea, self: *ImguiWidget) callconv(.c) void {
_ = area;
log.debug("gl surface unrealized", .{});
cimgui.c.igSetCurrentContext(self.ig_ctx);
cimgui.ImGui_ImplOpenGL3_Shutdown();
}
fn gtkResize(area: *gtk.GLArea, width: c_int, height: c_int, self: *ImguiWidget) callconv(.c) void {
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const scale_factor = area.as(gtk.Widget).getScaleFactor();
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(_: *gtk.GLArea, _: *gdk.GLContext, self: *ImguiWidget) callconv(.c) c_int {
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.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.ImGui_ImplOpenGL3_RenderDrawData(cimgui.c.igGetDrawData());
return 1;
}
fn gtkMouseMotion(
_: *gtk.EventControllerMotion,
x: f64,
y: f64,
self: *ImguiWidget,
) callconv(.c) void {
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const scale_factor: f64 = @floatFromInt(self.gl_area.as(gtk.Widget).getScaleFactor());
cimgui.c.ImGuiIO_AddMousePosEvent(
io,
@floatCast(x * scale_factor),
@floatCast(y * scale_factor),
);
self.queueRender();
}
fn gtkMouseDown(
gesture: *gtk.GestureClick,
_: c_int,
_: f64,
_: f64,
self: *ImguiWidget,
) callconv(.c) void {
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const gdk_button = gesture.as(gtk.GestureSingle).getCurrentButton();
if (translateMouseButton(gdk_button)) |button| {
cimgui.c.ImGuiIO_AddMouseButtonEvent(io, button, true);
}
}
fn gtkMouseUp(
gesture: *gtk.GestureClick,
_: c_int,
_: f64,
_: f64,
self: *ImguiWidget,
) callconv(.c) void {
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
const gdk_button = gesture.as(gtk.GestureSingle).getCurrentButton();
if (translateMouseButton(gdk_button)) |button| {
cimgui.c.ImGuiIO_AddMouseButtonEvent(io, button, false);
}
}
fn gtkMouseScroll(
_: *gtk.EventControllerScroll,
x: f64,
y: f64,
self: *ImguiWidget,
) callconv(.c) c_int {
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),
);
return @intFromBool(true);
}
fn gtkFocusEnter(_: *gtk.EventControllerFocus, self: *ImguiWidget) callconv(.c) void {
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
cimgui.c.ImGuiIO_AddFocusEvent(io, true);
}
fn gtkFocusLeave(_: *gtk.EventControllerFocus, self: *ImguiWidget) callconv(.c) void {
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
cimgui.c.ImGuiIO_AddFocusEvent(io, false);
}
fn gtkInputCommit(
_: *gtk.IMMulticontext,
bytes: [*:0]u8,
self: *ImguiWidget,
) callconv(.c) void {
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: *gtk.EventControllerKey,
keyval: c_uint,
keycode: c_uint,
gtk_mods: gdk.ModifierType,
self: *ImguiWidget,
) callconv(.c) c_int {
return @intFromBool(self.keyEvent(
.press,
ec_key,
keyval,
keycode,
gtk_mods,
));
}
fn gtkKeyReleased(
ec_key: *gtk.EventControllerKey,
keyval: c_uint,
keycode: c_uint,
gtk_mods: gdk.ModifierType,
self: *ImguiWidget,
) callconv(.c) void {
_ = self.keyEvent(
.release,
ec_key,
keyval,
keycode,
gtk_mods,
);
}
fn keyEvent(
self: *ImguiWidget,
action: input.Action,
ec_key: *gtk.EventControllerKey,
keyval: c_uint,
keycode: c_uint,
gtk_mods: gdk.ModifierType,
) bool {
_ = keycode;
self.queueRender();
cimgui.c.igSetCurrentContext(self.ig_ctx);
const io: *cimgui.c.ImGuiIO = cimgui.c.igGetIO();
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
if (ec_key.as(gtk.EventController).getCurrentEvent()) |event| {
_ = self.im_context.filterKeypress(event);
}
return true;
}