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The Niveus look in the app: bevelled keys and inset wells (a hook in ImGui's RenderFrame), warm graphite and paper appearances made from one brand colour, Instrument Sans and JetBrains Mono; View > Appearance
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
0f059c37be
commit
53d8ecbfcd
10 changed files with 565 additions and 118 deletions
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@ -79,6 +79,18 @@ target_link_libraries(volk PUBLIC Vulkan::Headers)
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# Dear ImGui and YAPF have no CMake of their own; build them here.
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# Dear ImGui and YAPF have no CMake of their own; build them here.
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FetchContent_MakeAvailable(imgui yapf)
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FetchContent_MakeAvailable(imgui yapf)
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# One hook in ImGui: RenderFrame (the frame behind buttons, fields, checkboxes, combos) asks the
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# engine's UI first, which draws Niveus's keys and wells instead (engine/ui/ui.cpp).
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file(READ ${imgui_SOURCE_DIR}/imgui.cpp _imgui_cpp)
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if(NOT _imgui_cpp MATCHES "GImRenderFrameHook")
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set(_from "void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding)\n{\n ImGuiContext& g = *GImGui;\n ImGuiWindow* window = g.CurrentWindow;\n")
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string(FIND "${_imgui_cpp}" "${_from}" _at)
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if(_at EQUAL -1)
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message(FATAL_ERROR "ImGui's RenderFrame has changed: update the hook in cmake/Dependencies.cmake")
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endif()
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string(REPLACE "${_from}" "bool (*GImRenderFrameHook)(ImDrawList*, ImVec2, ImVec2, ImU32, bool, float) = nullptr;\n${_from} if (GImRenderFrameHook && GImRenderFrameHook(window->DrawList, p_min, p_max, fill_col, borders, rounding))\n return;\n" _imgui_cpp "${_imgui_cpp}")
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file(WRITE ${imgui_SOURCE_DIR}/imgui.cpp "${_imgui_cpp}")
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endif()
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add_library(imgui STATIC
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add_library(imgui STATIC
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${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp
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${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp
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${imgui_SOURCE_DIR}/imgui_tables.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp
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${imgui_SOURCE_DIR}/imgui_tables.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp
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BIN
content/engine/fonts/InstrumentSans-Bold.ttf
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BIN
content/engine/fonts/InstrumentSans-Bold.ttf
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Binary file not shown.
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content/engine/fonts/InstrumentSans-Regular.ttf
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content/engine/fonts/InstrumentSans-Regular.ttf
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Binary file not shown.
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content/engine/fonts/InstrumentSans-SemiBold.ttf
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content/engine/fonts/InstrumentSans-SemiBold.ttf
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content/engine/fonts/JetBrainsMono-Regular.ttf
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content/engine/fonts/JetBrainsMono-Regular.ttf
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Binary file not shown.
93
content/engine/fonts/OFL-InstrumentSans.txt
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93
content/engine/fonts/OFL-InstrumentSans.txt
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@ -0,0 +1,93 @@
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Copyright 2022 The Instrument Sans Project Authors (https://github.com/Instrument/instrument-sans)
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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https://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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|
contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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93
content/engine/fonts/OFL-JetBrainsMono.txt
Normal file
93
content/engine/fonts/OFL-JetBrainsMono.txt
Normal file
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@ -0,0 +1,93 @@
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Copyright 2020 The JetBrains Mono Project Authors (https://github.com/JetBrains/JetBrainsMono)
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at: https://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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|
The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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|
efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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|
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The OFL allows the licensed fonts to be used, studied, modified and
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|
redistributed freely as long as they are not sold by themselves. The
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|
fonts, including any derivative works, can be bundled, embedded,
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|
redistributed and/or sold with any software provided that any reserved
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|
names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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|
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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|
Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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332
engine/ui/ui.cpp
332
engine/ui/ui.cpp
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@ -5,15 +5,21 @@
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#include <imgui.h>
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#include <imgui.h>
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#include <imgui_internal.h>
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#include <imgui_internal.h>
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#include <SDL3/SDL_video.h>
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#include <algorithm>
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <cstring>
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// ImGui's RenderFrame asks this first (patched in by cmake/Dependencies.cmake).
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extern bool (*GImRenderFrameHook)(ImDrawList*, ImVec2, ImVec2, ImU32, bool, float);
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namespace keel::ui {
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namespace keel::ui {
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namespace {
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namespace {
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ImFont* g_fonts[3] = {};
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ImFont* g_fonts[4] = {};
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float g_scale = 1.0f;
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float g_scale = 1.0f;
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ImFont* loadFont(const char* path, float size) {
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ImFont* loadFont(const char* path, float size, const char* fallback = nullptr) {
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auto data = fs::read(path);
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auto data = fs::read(path);
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if (!data) {
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if (!data) {
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log::warn("Font {} not found, using the built-in one", path);
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log::warn("Font {} not found, using the built-in one", path);
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@ -21,74 +27,285 @@ ImFont* loadFont(const char* path, float size) {
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}
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}
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void* owned = IM_ALLOC(data->size()); // the atlas frees it
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void* owned = IM_ALLOC(data->size()); // the atlas frees it
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std::memcpy(owned, data->data(), data->size());
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std::memcpy(owned, data->data(), data->size());
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return ImGui::GetIO().Fonts->AddFontFromMemoryTTF(owned, int(data->size()), size);
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ImFont* f = ImGui::GetIO().Fonts->AddFontFromMemoryTTF(owned, int(data->size()), size);
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if (auto more = fallback ? fs::read(fallback) : std::nullopt) { // what the face hasn't got (arrows, symbols): from another
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ImFontConfig cfg;
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cfg.MergeMode = true;
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void* o = IM_ALLOC(more->size());
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std::memcpy(o, more->data(), more->size());
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ImGui::GetIO().Fonts->AddFontFromMemoryTTF(o, int(more->size()), size, &cfg);
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}
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return f;
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}
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}
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void theme() {
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// ── Colour: Niveus's derivation (tokens/color.css, themes/*.css), in OKLab ──
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ImGuiStyle& s = ImGui::GetStyle();
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struct Lab {
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s = ImGuiStyle();
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float L, a, b, alpha = 1.0f;
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s.WindowRounding = 2;
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};
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s.FrameRounding = 1;
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float toLinear(float c) { return c <= 0.04045f ? c / 12.92f : std::pow((c + 0.055f) / 1.055f, 2.4f); }
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s.GrabRounding = 1;
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float toSrgb(float c) { return c <= 0.0031308f ? 12.92f * c : 1.055f * std::pow(c, 1.0f / 2.4f) - 0.055f; }
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s.TabRounding = 1;
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Lab lab(uint32_t rgb, float alpha = 1.0f) {
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s.ScrollbarRounding = 1;
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const float r = toLinear(float((rgb >> 16) & 255) / 255.0f), g = toLinear(float((rgb >> 8) & 255) / 255.0f), b = toLinear(float(rgb & 255) / 255.0f);
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s.WindowBorderSize = 1;
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const float l = std::cbrt(0.4122214708f * r + 0.5363325363f * g + 0.0514459929f * b);
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s.FrameBorderSize = 1;
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const float m = std::cbrt(0.2119034982f * r + 0.6806995451f * g + 0.1073969566f * b);
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s.WindowPadding = ImVec2(14, 12);
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const float s = std::cbrt(0.0883024619f * r + 0.2817188376f * g + 0.6299787005f * b);
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s.FramePadding = ImVec2(8, 5);
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return {0.2104542553f * l + 0.7936177850f * m - 0.0040720468f * s, 1.9779984951f * l - 2.4285922050f * m + 0.4505937099f * s,
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s.ItemSpacing = ImVec2(10, 8);
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0.0259040371f * l + 0.7827717662f * m - 0.8086757660f * s, alpha};
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s.WindowTitleAlign = ImVec2(0.0f, 0.5f);
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}
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ImVec4* c = s.Colors;
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ImVec4 rgba(const Lab& c) {
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const float l = std::pow(c.L + 0.3963377774f * c.a + 0.2158037573f * c.b, 3.0f);
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const float m = std::pow(c.L - 0.1055613458f * c.a - 0.0638541728f * c.b, 3.0f);
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const float s = std::pow(c.L - 0.0894841775f * c.a - 1.2914855480f * c.b, 3.0f);
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auto out = [](float v) { return std::clamp(toSrgb(std::max(v, 0.0f)), 0.0f, 1.0f); };
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return ImVec4(out(4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s), out(-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s),
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out(-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s), c.alpha);
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}
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Lab mix(const Lab& x, const Lab& y, float t) { return {x.L + (y.L - x.L) * t, x.a + (y.a - x.a) * t, x.b + (y.b - x.b) * t, 1.0f}; }
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float chroma(const Lab& c) { return std::hypot(c.a, c.b); }
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// The same hue with lightness L and chroma C (oklch(from c L C h)).
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Lab lch(const Lab& c, float L, float C, float alpha = 1.0f) {
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const float k = chroma(c) > 1e-6f ? C / chroma(c) : 0.0f;
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return {L, c.a * k, c.b * k, alpha};
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}
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// A fill pushed out of the mid-tones until its label reads (--nv-contrast-*).
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|
Lab fill(const Lab& c) { return lch(c, c.L < 0.7f ? std::min(c.L, 0.53f) : std::max(c.L, 0.78f), std::clamp(chroma(c), 0.02f, 0.25f)); }
|
||||||
|
Lab onFill(const Lab& f) { return lch(f, 0.14f + std::clamp((0.68f - f.L) * 100.0f, 0.0f, 1.0f) * 0.84f, chroma(f) * 0.2f); }
|
||||||
|
|
||||||
|
uint32_t g_brand = 0xff7828; // Fry3DX's hot orange
|
||||||
|
Appearance g_appearance = Appearance::System;
|
||||||
|
bool g_dark = true, g_styled = false;
|
||||||
|
ImVec4 g_role[size_t(Role::Count)];
|
||||||
|
|
||||||
|
void derive(bool darkLook) {
|
||||||
|
const Lab brand = lab(g_brand);
|
||||||
|
auto tint = [&](uint32_t grey, float t = 0.04f) { return rgba(mix(lab(grey), brand, t)); };
|
||||||
auto rgb = [](int r, int g, int b, float a = 1.0f) { return ImVec4(r / 255.0f, g / 255.0f, b / 255.0f, a); };
|
auto rgb = [](int r, int g, int b, float a = 1.0f) { return ImVec4(r / 255.0f, g / 255.0f, b / 255.0f, a); };
|
||||||
// Source 2013 GameUI's charcoal panels, grey frames and near-white text, with a red
|
auto set = [](Role r, ImVec4 v) { g_role[size_t(r)] = v; };
|
||||||
// where Source has its orange.
|
const Lab accent = fill(brand);
|
||||||
const ImVec4 red = rgb(kAccent[0], kAccent[1], kAccent[2]), redLight = rgb(245, 70, 76), redDark = rgb(150, 24, 32);
|
const Lab success = fill(mix(lab(0x189a60), brand, 0.12f)), warning = fill(mix(lab(0xeda520), brand, 0.12f)), danger = fill(mix(lab(0xe2334a), brand, 0.12f));
|
||||||
c[ImGuiCol_Text] = rgb(235, 230, 220);
|
set(Role::OnAccent, rgba(onFill(accent)));
|
||||||
c[ImGuiCol_TextDisabled] = rgb(140, 136, 128);
|
set(Role::OnDanger, rgba(onFill(danger)));
|
||||||
c[ImGuiCol_WindowBg] = rgb(40, 40, 38, 0.94f);
|
set(Role::Success, rgba(success)), set(Role::Warning, rgba(warning)), set(Role::Danger, rgba(danger));
|
||||||
c[ImGuiCol_ChildBg] = rgb(30, 30, 29, 0.6f);
|
if (darkLook) {
|
||||||
c[ImGuiCol_PopupBg] = rgb(36, 36, 34, 0.98f);
|
set(Role::Background, tint(0x121214)), set(Role::BackgroundSubtle, tint(0x18181b)), set(Role::Surface, tint(0x1f1f22));
|
||||||
c[ImGuiCol_Border] = rgb(90, 88, 82, 0.8f);
|
set(Role::SurfaceElevated, tint(0x2a2a2e)), set(Role::SurfaceInset, tint(0x111113)), set(Role::SurfaceHover, tint(0x313136));
|
||||||
c[ImGuiCol_FrameBg] = rgb(28, 28, 27);
|
set(Role::SurfaceActive, tint(0x39393f)), set(Role::Scrim, rgb(6, 6, 8, 0.62f));
|
||||||
c[ImGuiCol_FrameBgHovered] = rgb(50, 49, 46);
|
set(Role::Text, rgb(0xec, 0xeb, 0xe8)), set(Role::TextSecondary, tint(0xa9a8a3, 0.08f)), set(Role::TextTertiary, tint(0x7d7c77, 0.08f));
|
||||||
c[ImGuiCol_FrameBgActive] = rgb(60, 58, 54);
|
set(Role::TextDisabled, rgb(0x58, 0x58, 0x5c));
|
||||||
c[ImGuiCol_TitleBg] = rgb(52, 51, 48);
|
set(Role::BorderSubtle, rgb(255, 255, 255, 0.06f)), set(Role::Border, rgb(255, 255, 255, 0.1f)), set(Role::BorderStrong, rgb(255, 255, 255, 0.2f));
|
||||||
c[ImGuiCol_TitleBgActive] = rgb(70, 30, 32);
|
set(Role::Accent, rgba(accent)), set(Role::AccentHover, rgba(lch(accent, accent.L + 0.05f, chroma(accent))));
|
||||||
c[ImGuiCol_Button] = rgb(70, 68, 63);
|
set(Role::AccentActive, rgba(lch(accent, accent.L + 0.09f, chroma(accent))));
|
||||||
c[ImGuiCol_ButtonHovered] = rgb(95, 92, 84);
|
set(Role::AccentSubtle, rgba({accent.L, accent.a, accent.b, 0.2f})), set(Role::AccentSubtleHover, rgba({accent.L, accent.a, accent.b, 0.28f}));
|
||||||
c[ImGuiCol_ButtonActive] = red;
|
set(Role::AccentText, rgba(lch(accent, std::clamp(accent.L + 0.2f, 0.74f, 0.9f), chroma(accent) * 0.9f)));
|
||||||
c[ImGuiCol_Header] = rgb(70, 68, 63);
|
auto text = [](const Lab& c) { return rgba(lch(c, std::clamp(c.L + 0.2f, 0.76f, 0.9f), chroma(c) * 0.9f)); };
|
||||||
c[ImGuiCol_HeaderHovered] = rgb(95, 92, 84);
|
set(Role::SuccessText, text(success)), set(Role::WarningText, text(warning)), set(Role::DangerText, text(danger));
|
||||||
c[ImGuiCol_HeaderActive] = red;
|
set(Role::Highlight, rgb(255, 255, 255, 0.11f)), set(Role::Lowlight, rgb(0, 0, 0, 0.42f)), set(Role::Outline, rgb(0, 0, 0, 0.72f));
|
||||||
c[ImGuiCol_Tab] = rgb(55, 54, 50);
|
set(Role::Shadow, rgb(0, 0, 0, 0.5f)), set(Role::ShadowInset, rgb(0, 0, 0, 0.65f));
|
||||||
c[ImGuiCol_TabHovered] = rgb(95, 92, 84);
|
set(Role::SheenTop, rgb(255, 255, 255, 0.06f)), set(Role::SheenBottom, rgb(0, 0, 0, 0.09f));
|
||||||
c[ImGuiCol_TabSelected] = redDark;
|
set(Role::SheenStrongTop, rgb(255, 255, 255, 0.2f)), set(Role::SheenStrongBottom, rgb(0, 0, 0, 0.12f));
|
||||||
c[ImGuiCol_TabSelectedOverline] = red;
|
} else {
|
||||||
c[ImGuiCol_SliderGrab] = red;
|
set(Role::Background, tint(0xe8e5de)), set(Role::BackgroundSubtle, tint(0xeeece6)), set(Role::Surface, rgb(0xfb, 0xfb, 0xfa));
|
||||||
c[ImGuiCol_SliderGrabActive] = redLight;
|
set(Role::SurfaceElevated, rgb(0xf8, 0xf8, 0xf6)), set(Role::SurfaceInset, tint(0xe3e2dd)), set(Role::SurfaceHover, tint(0xf1f0ec));
|
||||||
c[ImGuiCol_CheckMark] = redLight;
|
set(Role::SurfaceActive, tint(0xe6e5e0)), set(Role::Scrim, rgb(28, 24, 18, 0.34f));
|
||||||
c[ImGuiCol_TextSelectedBg] = rgb(kAccent[0], kAccent[1], kAccent[2], 0.45f);
|
set(Role::Text, rgb(0x1d, 0x1d, 0x20)), set(Role::TextSecondary, tint(0x63625d, 0.08f)), set(Role::TextTertiary, tint(0x87867f, 0.08f));
|
||||||
c[ImGuiCol_NavCursor] = red;
|
set(Role::TextDisabled, rgb(0xae, 0xad, 0xa7));
|
||||||
c[ImGuiCol_Separator] = rgb(90, 88, 82, 0.6f);
|
set(Role::BorderSubtle, rgb(28, 24, 18, 0.07f)), set(Role::Border, rgb(28, 24, 18, 0.13f)), set(Role::BorderStrong, rgb(28, 24, 18, 0.22f));
|
||||||
c[ImGuiCol_ScrollbarBg] = rgb(28, 28, 27, 0.6f);
|
set(Role::Accent, rgba(accent)), set(Role::AccentHover, rgba(lch(accent, accent.L - 0.045f, chroma(accent))));
|
||||||
c[ImGuiCol_ScrollbarGrab] = rgb(80, 78, 72);
|
set(Role::AccentActive, rgba(lch(accent, accent.L - 0.09f, chroma(accent))));
|
||||||
|
set(Role::AccentSubtle, rgba(lch(accent, 0.965f, chroma(accent) * 0.16f))), set(Role::AccentSubtleHover, rgba(lch(accent, 0.93f, chroma(accent) * 0.22f)));
|
||||||
|
set(Role::AccentText, rgba(lch(accent, std::clamp(accent.L - 0.12f, 0.3f, 0.5f), chroma(accent))));
|
||||||
|
auto text = [](const Lab& c) { return rgba(lch(c, std::clamp(c.L - 0.1f, 0.3f, 0.48f), chroma(c))); };
|
||||||
|
set(Role::SuccessText, text(success)), set(Role::WarningText, text(warning)), set(Role::DangerText, text(danger));
|
||||||
|
set(Role::Highlight, rgb(255, 255, 255, 0.9f)), set(Role::Lowlight, rgb(40, 32, 20, 0.07f)), set(Role::Outline, rgb(40, 32, 20, 0.05f));
|
||||||
|
set(Role::Shadow, rgb(40, 32, 20, 0.12f)), set(Role::ShadowInset, rgb(40, 32, 20, 0.17f));
|
||||||
|
set(Role::SheenTop, rgb(255, 255, 255, 0.75f)), set(Role::SheenBottom, rgb(40, 32, 20, 0.04f));
|
||||||
|
set(Role::SheenStrongTop, rgb(255, 255, 255, 0.24f)), set(Role::SheenStrongBottom, rgb(20, 16, 10, 0.1f));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ImVec4 role(Role r) { return g_role[size_t(r)]; }
|
||||||
|
ImVec4 withAlpha(ImVec4 c, float a) { return c.w = a, c; }
|
||||||
|
|
||||||
|
void theme() {
|
||||||
|
derive(g_dark);
|
||||||
|
ImGuiStyle& s = ImGui::GetStyle();
|
||||||
|
const float fontScale = s.FontScaleMain, fontDpi = s.FontScaleDpi;
|
||||||
|
s = ImGuiStyle();
|
||||||
|
s.FontScaleMain = fontScale, s.FontScaleDpi = fontDpi;
|
||||||
|
// Niveus's radii and 4px rhythm. Frames have no border of ImGui's: their edges are the
|
||||||
|
// keys' and wells' own (drawn by frameHook).
|
||||||
|
s.WindowRounding = 8, s.ChildRounding = 6, s.PopupRounding = 8, s.FrameRounding = 6, s.GrabRounding = 5, s.TabRounding = 6;
|
||||||
|
s.ScrollbarRounding = 8, s.ScrollbarSize = 11, s.GrabMinSize = 12;
|
||||||
|
s.WindowBorderSize = 1, s.PopupBorderSize = 1, s.FrameBorderSize = 0, s.TabBorderSize = 0, s.DockingSeparatorSize = 2;
|
||||||
|
s.WindowPadding = ImVec2(10, 10), s.FramePadding = ImVec2(8, 5), s.ItemSpacing = ImVec2(8, 6), s.ItemInnerSpacing = ImVec2(6, 4);
|
||||||
|
s.SeparatorTextBorderSize = 1, s.SeparatorTextPadding = ImVec2(10, 3);
|
||||||
|
s.WindowTitleAlign = ImVec2(0.0f, 0.5f);
|
||||||
|
s.WindowMenuButtonPosition = ImGuiDir_None;
|
||||||
|
ImVec4* c = s.Colors;
|
||||||
|
c[ImGuiCol_Text] = role(Role::Text);
|
||||||
|
c[ImGuiCol_TextDisabled] = role(Role::TextTertiary);
|
||||||
|
c[ImGuiCol_WindowBg] = role(Role::Surface);
|
||||||
|
c[ImGuiCol_ChildBg] = ImVec4(0, 0, 0, 0);
|
||||||
|
c[ImGuiCol_PopupBg] = role(Role::SurfaceElevated);
|
||||||
|
c[ImGuiCol_Border] = role(Role::Border);
|
||||||
|
c[ImGuiCol_BorderShadow] = ImVec4(0, 0, 0, 0);
|
||||||
|
c[ImGuiCol_FrameBg] = role(Role::SurfaceInset);
|
||||||
|
c[ImGuiCol_FrameBgHovered] = g_dark ? role(Role::Background) : role(Role::SurfaceActive);
|
||||||
|
c[ImGuiCol_FrameBgActive] = c[ImGuiCol_FrameBgHovered];
|
||||||
|
c[ImGuiCol_TitleBg] = c[ImGuiCol_TitleBgActive] = c[ImGuiCol_TitleBgCollapsed] = role(Role::BackgroundSubtle);
|
||||||
|
c[ImGuiCol_MenuBarBg] = role(Role::BackgroundSubtle);
|
||||||
|
c[ImGuiCol_ScrollbarBg] = ImVec4(0, 0, 0, 0);
|
||||||
|
c[ImGuiCol_ScrollbarGrab] = role(Role::BorderStrong);
|
||||||
|
c[ImGuiCol_ScrollbarGrabHovered] = role(Role::TextTertiary);
|
||||||
|
c[ImGuiCol_ScrollbarGrabActive] = role(Role::TextSecondary);
|
||||||
|
c[ImGuiCol_CheckMark] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_SliderGrab] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_SliderGrabActive] = role(Role::AccentHover);
|
||||||
|
c[ImGuiCol_Button] = role(Role::SurfaceElevated);
|
||||||
|
c[ImGuiCol_ButtonHovered] = role(Role::SurfaceHover);
|
||||||
|
c[ImGuiCol_ButtonActive] = role(Role::SurfaceActive);
|
||||||
|
c[ImGuiCol_Header] = role(Role::AccentSubtle);
|
||||||
|
c[ImGuiCol_HeaderHovered] = role(Role::SurfaceHover);
|
||||||
|
c[ImGuiCol_HeaderActive] = role(Role::AccentSubtleHover);
|
||||||
|
c[ImGuiCol_Separator] = role(Role::BorderSubtle);
|
||||||
|
c[ImGuiCol_SeparatorHovered] = c[ImGuiCol_SeparatorActive] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_ResizeGrip] = ImVec4(0, 0, 0, 0);
|
||||||
|
c[ImGuiCol_ResizeGripHovered] = c[ImGuiCol_ResizeGripActive] = role(Role::AccentSubtleHover);
|
||||||
|
c[ImGuiCol_InputTextCursor] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_Tab] = c[ImGuiCol_TabDimmed] = role(Role::BackgroundSubtle);
|
||||||
|
c[ImGuiCol_TabHovered] = role(Role::SurfaceHover);
|
||||||
|
c[ImGuiCol_TabSelected] = c[ImGuiCol_TabDimmedSelected] = role(Role::Surface);
|
||||||
|
c[ImGuiCol_TabSelectedOverline] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0, 0, 0, 0);
|
||||||
|
c[ImGuiCol_DockingPreview] = withAlpha(role(Role::Accent), 0.4f);
|
||||||
|
c[ImGuiCol_DockingEmptyBg] = role(Role::Background);
|
||||||
|
c[ImGuiCol_PlotLines] = c[ImGuiCol_PlotHistogram] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_PlotLinesHovered] = c[ImGuiCol_PlotHistogramHovered] = role(Role::AccentHover);
|
||||||
|
c[ImGuiCol_TableHeaderBg] = role(Role::BackgroundSubtle);
|
||||||
|
c[ImGuiCol_TableBorderStrong] = role(Role::Border);
|
||||||
|
c[ImGuiCol_TableBorderLight] = role(Role::BorderSubtle);
|
||||||
|
c[ImGuiCol_TableRowBg] = ImVec4(0, 0, 0, 0);
|
||||||
|
c[ImGuiCol_TableRowBgAlt] = withAlpha(role(Role::Text), 0.03f);
|
||||||
|
c[ImGuiCol_TextLink] = role(Role::AccentText);
|
||||||
|
c[ImGuiCol_TextSelectedBg] = withAlpha(role(Role::Accent), 0.3f);
|
||||||
|
c[ImGuiCol_TreeLines] = role(Role::BorderSubtle);
|
||||||
|
c[ImGuiCol_DragDropTarget] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_NavCursor] = withAlpha(role(Role::Accent), 0.6f);
|
||||||
|
c[ImGuiCol_NavWindowingHighlight] = role(Role::Accent);
|
||||||
|
c[ImGuiCol_NavWindowingDimBg] = c[ImGuiCol_ModalWindowDimBg] = withAlpha(role(Role::Scrim), role(Role::Scrim).w * 0.5f); // (an editor: the work stays readable behind)
|
||||||
|
}
|
||||||
|
|
||||||
|
ImU32 u32(ImVec4 c) { return ImGui::ColorConvertFloat4ToU32(c); }
|
||||||
|
ImVec4 over(ImVec4 base, ImVec4 top) { // `top` laid over `base`
|
||||||
|
const float a = top.w;
|
||||||
|
return ImVec4(base.x + (top.x - base.x) * a, base.y + (top.y - base.y) * a, base.z + (top.z - base.z) * a, base.w);
|
||||||
|
}
|
||||||
|
bool saturated(ImVec4 c) { return std::max({c.x, c.y, c.z}) - std::min({c.x, c.y, c.z}) > 0.3f; }
|
||||||
|
|
||||||
|
// A key with `fillCol` as its face: contact shadow, the face with light falling down it, a lit top
|
||||||
|
// edge and a shaded bottom one; pressed, it sinks: flat, with the shade inside along its top.
|
||||||
|
void key(ImDrawList* dl, ImVec2 a, ImVec2 b, float r, ImVec4 face, bool pressed) {
|
||||||
|
const bool filled = saturated(face);
|
||||||
|
if (pressed) {
|
||||||
|
dl->AddRectFilled(a, b, u32(face), r);
|
||||||
|
dl->AddRect(a, b, u32(role(Role::Border)), r);
|
||||||
|
dl->PushClipRect(a, b, true);
|
||||||
|
dl->AddRect(ImVec2(a.x, a.y), ImVec2(b.x, b.y + 4), u32(withAlpha(role(Role::ShadowInset), role(Role::ShadowInset).w * 0.6f)), r, 0, 2.0f);
|
||||||
|
dl->PopClipRect();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
dl->AddRectFilled(ImVec2(a.x, a.y + 1), ImVec2(b.x, b.y + 2), u32(withAlpha(role(Role::Shadow), role(Role::Shadow).w * 0.7f)), r); // its shadow
|
||||||
|
if (g_dark) dl->AddRect(ImVec2(a.x - 0.5f, a.y - 0.5f), ImVec2(b.x + 0.5f, b.y + 0.5f), u32(role(Role::Outline)), r + 0.5f); // the contact line
|
||||||
|
const ImVec4 top = over(face, role(filled ? Role::SheenStrongTop : Role::SheenTop)), bottom = over(face, role(filled ? Role::SheenStrongBottom : Role::SheenBottom));
|
||||||
|
const int v0 = dl->VtxBuffer.Size;
|
||||||
|
dl->AddRectFilled(a, b, u32(face), r);
|
||||||
|
ImGui::ShadeVertsLinearColorGradientKeepAlpha(dl, v0, dl->VtxBuffer.Size, a, ImVec2(a.x, b.y), u32(top), u32(bottom));
|
||||||
|
if (!filled) dl->AddRect(a, b, u32(role(Role::Border)), r);
|
||||||
|
const float in = std::min(r * 0.7f, (b.x - a.x) * 0.3f);
|
||||||
|
dl->AddLine(ImVec2(a.x + in, a.y + 1.0f), ImVec2(b.x - in, a.y + 1.0f), u32(filled ? withAlpha(role(Role::Highlight), 0.35f) : role(Role::Highlight)));
|
||||||
|
dl->AddLine(ImVec2(a.x + in, b.y - 1.0f), ImVec2(b.x - in, b.y - 1.0f), u32(role(Role::Lowlight)));
|
||||||
|
}
|
||||||
|
|
||||||
|
// ImGui's RenderFrame (patched in, see cmake/Dependencies.cmake): buttons become keys and fields wells.
|
||||||
|
bool frameHook(ImDrawList* dl, ImVec2 a, ImVec2 b, ImU32 col, bool, float r) {
|
||||||
|
if (!g_styled) return false;
|
||||||
|
const ImU32 normal = ImGui::GetColorU32(ImGuiCol_Button), hovered = ImGui::GetColorU32(ImGuiCol_ButtonHovered), held = ImGui::GetColorU32(ImGuiCol_ButtonActive);
|
||||||
|
if (col == normal || col == hovered || col == held) {
|
||||||
|
key(dl, a, b, r, ImGui::ColorConvertU32ToFloat4(col), col == held && held != normal);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (col == ImGui::GetColorU32(ImGuiCol_FrameBg) || col == ImGui::GetColorU32(ImGuiCol_FrameBgHovered) || col == ImGui::GetColorU32(ImGuiCol_FrameBgActive)) {
|
||||||
|
drawWell(dl, a, b, r, col != ImGui::GetColorU32(ImGuiCol_FrameBg));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Appearance fromSystem() { return SDL_GetSystemTheme() == SDL_SYSTEM_THEME_LIGHT ? Appearance::Light : Appearance::Dark; }
|
||||||
|
void restyle() {
|
||||||
|
g_dark = (g_appearance == Appearance::System ? fromSystem() : g_appearance) != Appearance::Light;
|
||||||
|
theme();
|
||||||
|
g_styled = true;
|
||||||
}
|
}
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
void init() {
|
void init() {
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
g_fonts[0] = loadFont("fonts/DejaVuSans.ttf", 16.0f);
|
g_fonts[0] = loadFont("fonts/InstrumentSans-Regular.ttf", 16.0f, "fonts/DejaVuSans.ttf");
|
||||||
g_fonts[1] = loadFont("fonts/DejaVuSans-Bold.ttf", 16.0f);
|
g_fonts[1] = loadFont("fonts/InstrumentSans-SemiBold.ttf", 16.0f, "fonts/DejaVuSans-Bold.ttf");
|
||||||
g_fonts[2] = loadFont("fonts/DejaVuSans-Bold.ttf", 48.0f);
|
g_fonts[2] = loadFont("fonts/InstrumentSans-Bold.ttf", 48.0f);
|
||||||
|
g_fonts[3] = loadFont("fonts/JetBrainsMono-Regular.ttf", 15.0f, "fonts/DejaVuSans.ttf");
|
||||||
|
if (!g_fonts[0]) g_fonts[0] = loadFont("fonts/DejaVuSans.ttf", 16.0f); // (an older content folder)
|
||||||
if (g_fonts[0]) io.FontDefault = g_fonts[0];
|
if (g_fonts[0]) io.FontDefault = g_fonts[0];
|
||||||
theme();
|
GImRenderFrameHook = frameHook;
|
||||||
|
restyle();
|
||||||
|
}
|
||||||
|
|
||||||
|
void setAppearance(Appearance a) {
|
||||||
|
g_appearance = a;
|
||||||
|
restyle();
|
||||||
|
}
|
||||||
|
Appearance appearance() { return g_appearance; }
|
||||||
|
bool dark() { return g_dark; }
|
||||||
|
void setBrand(uint8_t r, uint8_t g, uint8_t b) {
|
||||||
|
g_brand = uint32_t(r) << 16 | uint32_t(g) << 8 | b;
|
||||||
|
restyle();
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t color(Role r, float alpha) {
|
||||||
|
ImVec4 c = role(r);
|
||||||
|
c.w *= alpha;
|
||||||
|
return u32(c);
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t accent(float alpha, float brightness) {
|
uint32_t accent(float alpha, float brightness) {
|
||||||
return ImGui::ColorConvertFloat4ToU32(ImVec4(std::min(kAccent[0] / 255.0f * brightness, 1.0f), std::min(kAccent[1] / 255.0f * brightness, 1.0f),
|
const ImVec4 c = role(Role::Accent);
|
||||||
std::min(kAccent[2] / 255.0f * brightness, 1.0f), alpha));
|
return u32(ImVec4(std::min(c.x * brightness, 1.0f), std::min(c.y * brightness, 1.0f), std::min(c.z * brightness, 1.0f), alpha));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void drawKey(ImDrawList* dl, const ImVec2& a, const ImVec2& b, float rounding, KeyState state) {
|
||||||
|
switch (state) {
|
||||||
|
case KeyState::Normal: return key(dl, a, b, rounding, role(Role::SurfaceElevated), false);
|
||||||
|
case KeyState::Hovered: return key(dl, a, b, rounding, role(Role::SurfaceHover), false);
|
||||||
|
case KeyState::Pressed: return key(dl, a, b, rounding, role(Role::SurfaceActive), true);
|
||||||
|
case KeyState::On: return key(dl, a, b, rounding, role(Role::Accent), false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void drawWell(ImDrawList* dl, const ImVec2& a, const ImVec2& b, float r, bool hovered) {
|
||||||
|
dl->AddRectFilled(a, b, ImGui::GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), r);
|
||||||
|
// Shade inside along the top (the light's blocked by the rim), light along the bottom lip.
|
||||||
|
dl->PushClipRect(a, b, true);
|
||||||
|
const ImVec4 sh = role(Role::ShadowInset);
|
||||||
|
dl->AddRect(a, ImVec2(b.x, b.y + 6), u32(withAlpha(sh, sh.w * 0.55f)), r, 0, 1.5f);
|
||||||
|
dl->AddRect(ImVec2(a.x, a.y + 1), ImVec2(b.x, b.y + 6), u32(withAlpha(sh, sh.w * 0.2f)), r, 0, 1.5f);
|
||||||
|
dl->PopClipRect();
|
||||||
|
dl->AddRect(a, b, u32(role(Role::BorderSubtle)), r);
|
||||||
|
const float in = std::min(r, (b.x - a.x) * 0.3f);
|
||||||
|
dl->AddLine(ImVec2(a.x + in, b.y + 0.5f), ImVec2(b.x - in, b.y + 0.5f), u32(withAlpha(role(Role::Highlight), role(Role::Highlight).w * 0.6f)));
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t keyText(KeyState state) { return u32(role(state == KeyState::On ? Role::OnAccent : Role::Text)); }
|
||||||
|
|
||||||
ImFont* font(Font f) {
|
ImFont* font(Font f) {
|
||||||
ImFont* r = g_fonts[int(f)];
|
ImFont* r = g_fonts[int(f)];
|
||||||
return r ? r : ImGui::GetFont();
|
return r ? r : ImGui::GetFont();
|
||||||
|
|
@ -122,6 +339,7 @@ void applyPixelScale() {
|
||||||
void beginFrame(float windowHeight) {
|
void beginFrame(float windowHeight) {
|
||||||
g_scale = std::clamp(windowHeight / 1080.0f, 0.75f, 2.5f);
|
g_scale = std::clamp(windowHeight / 1080.0f, 0.75f, 2.5f);
|
||||||
ImGui::GetStyle().FontScaleMain = g_scale;
|
ImGui::GetStyle().FontScaleMain = g_scale;
|
||||||
|
if (g_appearance == Appearance::System && g_styled && (fromSystem() != Appearance::Light) != g_dark) restyle(); // (the desktop changed)
|
||||||
}
|
}
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
|
|
@ -162,7 +380,7 @@ void drawPopups() {
|
||||||
// focus cancels the press, so OK would never click.
|
// focus cancels the press, so OK would never click.
|
||||||
const bool refocus = !ImGui::IsAnyMouseDown();
|
const bool refocus = !ImGui::IsAnyMouseDown();
|
||||||
if (refocus) ImGui::SetNextWindowFocus();
|
if (refocus) ImGui::SetNextWindowFocus();
|
||||||
ImGui::PushStyleColor(ImGuiCol_WindowBg, IM_COL32(0, 0, 0, 120));
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, color(Role::Scrim));
|
||||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
||||||
ImGui::Begin("##popupdim", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove);
|
ImGui::Begin("##popupdim", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove);
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
|
|
|
||||||
|
|
@ -1,16 +1,19 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
// Game UI look: fonts from the game folder and a Source-like theme (dark
|
// The UI's look: Niveus (github.com/Nexoniarz/niveus) on top of Dear ImGui. Buttons are keys,
|
||||||
// translucent panels, flat buttons, light text, red highlights) on top of Dear ImGui.
|
// bevelled with light falling across them; fields are wells cut into the surface; warm
|
||||||
|
// graphite in dark, soft paper in light, and one brand colour that every accent is made from.
|
||||||
#include <cstdint>
|
#include <cstdint>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
struct ImFont;
|
struct ImFont;
|
||||||
|
struct ImDrawList;
|
||||||
|
struct ImVec2;
|
||||||
|
|
||||||
namespace keel::ui {
|
namespace keel::ui {
|
||||||
|
|
||||||
enum class Font { Regular, Bold, Title };
|
enum class Font { Regular, Bold, Title, Mono };
|
||||||
|
|
||||||
// After the renderer (ImGui context) and the VFS are up.
|
// After the renderer (ImGui context) and the VFS are up.
|
||||||
void init();
|
void init();
|
||||||
|
|
@ -25,10 +28,38 @@ float pixelScale();
|
||||||
// The backends call this between the platform's NewFrame and ImGui::NewFrame.
|
// The backends call this between the platform's NewFrame and ImGui::NewFrame.
|
||||||
void applyPixelScale();
|
void applyPixelScale();
|
||||||
|
|
||||||
// The highlight colour: highlights, the logo.
|
// ── Appearance ──
|
||||||
inline constexpr uint8_t kAccent[3] = {227, 34, 45};
|
enum class Appearance { System, Dark, Light };
|
||||||
|
void setAppearance(Appearance a); // System: follows the desktop's (and changes with it)
|
||||||
|
Appearance appearance();
|
||||||
|
bool dark(); // what's showing now
|
||||||
|
// The brand colour (sRGB): the accent and its states, the text on it and the tint in the greys
|
||||||
|
// are all made from it, in both appearances.
|
||||||
|
void setBrand(uint8_t r, uint8_t g, uint8_t b);
|
||||||
|
|
||||||
|
// Niveus's semantic roles.
|
||||||
|
enum class Role {
|
||||||
|
Background, BackgroundSubtle, Surface, SurfaceElevated, SurfaceInset, SurfaceHover, SurfaceActive, Scrim,
|
||||||
|
Text, TextSecondary, TextTertiary, TextDisabled,
|
||||||
|
BorderSubtle, Border, BorderStrong,
|
||||||
|
Accent, AccentHover, AccentActive, AccentSubtle, AccentSubtleHover, AccentText, OnAccent,
|
||||||
|
Success, SuccessText, Warning, WarningText, Danger, DangerText, OnDanger,
|
||||||
|
Highlight, Lowlight, Outline, Shadow, ShadowInset, SheenTop, SheenBottom, SheenStrongTop, SheenStrongBottom,
|
||||||
|
Count
|
||||||
|
};
|
||||||
|
uint32_t color(Role r, float alpha = 1.0f); // ImU32
|
||||||
|
// The accent (alpha, and brighter or darker by `brightness`).
|
||||||
uint32_t accent(float alpha = 1.0f, float brightness = 1.0f); // ImU32
|
uint32_t accent(float alpha = 1.0f, float brightness = 1.0f); // ImU32
|
||||||
|
|
||||||
|
// The materials, for widgets drawn by hand.
|
||||||
|
enum class KeyState { Normal, Hovered, Pressed, On };
|
||||||
|
// A raised key; `on` keys are filled with the accent.
|
||||||
|
void drawKey(ImDrawList* dl, const ImVec2& a, const ImVec2& b, float rounding, KeyState state);
|
||||||
|
// A well cut into the surface (fields, tracks).
|
||||||
|
void drawWell(ImDrawList* dl, const ImVec2& a, const ImVec2& b, float rounding, bool hovered = false);
|
||||||
|
// The text/icon colour that goes on a key in that state.
|
||||||
|
uint32_t keyText(KeyState state);
|
||||||
|
|
||||||
// ── Popups: modal messages over everything (disconnects, errors, questions) ──
|
// ── Popups: modal messages over everything (disconnects, errors, questions) ──
|
||||||
struct PopupButton {
|
struct PopupButton {
|
||||||
std::string label;
|
std::string label;
|
||||||
|
|
|
||||||
120
src/app.cpp
120
src/app.cpp
|
|
@ -206,7 +206,18 @@ glm::vec3 fromFrame(const Axes& a, const glm::vec3& c) { return a[0] * c.x + a[1
|
||||||
const ImU32 kAxisCol[3] = {IM_COL32(235, 70, 70, 255), IM_COL32(110, 210, 80, 255), IM_COL32(70, 130, 245, 255)};
|
const ImU32 kAxisCol[3] = {IM_COL32(235, 70, 70, 255), IM_COL32(110, 210, 80, 255), IM_COL32(70, 130, 245, 255)};
|
||||||
const ImU32 kHot = IM_COL32(255, 225, 90, 255);
|
const ImU32 kHot = IM_COL32(255, 225, 90, 255);
|
||||||
constexpr ImU32 kAccent = IM_COL32(255, 120, 40, 255);
|
constexpr ImU32 kAccent = IM_COL32(255, 120, 40, 255);
|
||||||
const ImVec4 kAccentText(1.0f, 0.6f, 0.3f, 1.0f);
|
// The UI's colours: Niveus's roles, in the appearance that's showing (keel/ui).
|
||||||
|
ImVec4 roleColor(keel::ui::Role r) { return ImGui::ColorConvertU32ToFloat4(keel::ui::color(r)); }
|
||||||
|
ImVec4 accentText() { return roleColor(keel::ui::Role::AccentText); }
|
||||||
|
// The one button that does it, filled with the accent (until popAccent).
|
||||||
|
void pushAccent() {
|
||||||
|
using keel::ui::Role;
|
||||||
|
ImGui::PushStyleColor(ImGuiCol_Button, roleColor(Role::Accent));
|
||||||
|
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, roleColor(Role::AccentHover));
|
||||||
|
ImGui::PushStyleColor(ImGuiCol_ButtonActive, roleColor(Role::AccentActive));
|
||||||
|
ImGui::PushStyleColor(ImGuiCol_Text, roleColor(Role::OnAccent));
|
||||||
|
}
|
||||||
|
void popAccent() { ImGui::PopStyleColor(4); }
|
||||||
|
|
||||||
// An object as it'll be printed: where it stands, with its finish, checked (kept until it changes).
|
// An object as it'll be printed: where it stands, with its finish, checked (kept until it changes).
|
||||||
struct PrintInfo {
|
struct PrintInfo {
|
||||||
|
|
@ -229,6 +240,7 @@ keel::Cvar fry_touch("fry_touch", "0", keel::CVAR_ARCHIVE, "Fry3DX: the phone la
|
||||||
#endif
|
#endif
|
||||||
keel::Cvar fry_uiscale("fry_uiscale", "0", 0, "Fry3DX: draw the UI this many times bigger (0: by the screen)");
|
keel::Cvar fry_uiscale("fry_uiscale", "0", 0, "Fry3DX: draw the UI this many times bigger (0: by the screen)");
|
||||||
keel::Cvar fry_uisize("fry_uisize", "1", keel::CVAR_ARCHIVE, "Fry3DX: the phone layout's size, times");
|
keel::Cvar fry_uisize("fry_uisize", "1", keel::CVAR_ARCHIVE, "Fry3DX: the phone layout's size, times");
|
||||||
|
keel::Cvar fry_theme("fry_theme", "0", keel::CVAR_ARCHIVE, "Fry3DX: how it looks: 0 like the desktop, 1 dark, 2 light");
|
||||||
keel::Cvar fry_autosave("fry_autosave", "2", keel::CVAR_ARCHIVE, "Fry3DX: autosave every this many minutes while there are changes (0: off)");
|
keel::Cvar fry_autosave("fry_autosave", "2", keel::CVAR_ARCHIVE, "Fry3DX: autosave every this many minutes while there are changes (0: off)");
|
||||||
|
|
||||||
class App : public keel::Game {
|
class App : public keel::Game {
|
||||||
|
|
@ -752,6 +764,7 @@ private:
|
||||||
bool logoTried_ = false, haveLogo_ = false;
|
bool logoTried_ = false, haveLogo_ = false;
|
||||||
|
|
||||||
// ── UI ──
|
// ── UI ──
|
||||||
|
int appliedTheme_ = -1;
|
||||||
bool styled_ = false, layoutDone_ = false, showHelp_ = false, showAbout_ = false;
|
bool styled_ = false, layoutDone_ = false, showHelp_ = false, showAbout_ = false;
|
||||||
std::string iniPath_, message_;
|
std::string iniPath_, message_;
|
||||||
double messageAt_ = -100.0;
|
double messageAt_ = -100.0;
|
||||||
|
|
@ -1062,9 +1075,9 @@ private:
|
||||||
ImGui::Spacing();
|
ImGui::Spacing();
|
||||||
const float bw = 150.0f;
|
const float bw = 150.0f;
|
||||||
const int action = askSave_;
|
const int action = askSave_;
|
||||||
ImGui::PushStyleColor(ImGuiCol_Button, kAccent);
|
pushAccent();
|
||||||
const bool save = ImGui::Button("Save", ImVec2(bw, 0)) || ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter);
|
const bool save = ImGui::Button("Save", ImVec2(bw, 0)) || ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter);
|
||||||
ImGui::PopStyleColor();
|
popAccent();
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
const bool drop = ImGui::Button(action == 1 ? "Don't save, close" : "Don't save", ImVec2(bw, 0));
|
const bool drop = ImGui::Button(action == 1 ? "Don't save, close" : "Don't save", ImVec2(bw, 0));
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
|
|
@ -2466,7 +2479,7 @@ private:
|
||||||
void layoutProperties(float w) {
|
void layoutProperties(float w) {
|
||||||
Object* o = selected_.empty() ? nullptr : find(active_);
|
Object* o = selected_.empty() ? nullptr : find(active_);
|
||||||
if (!o) return void(ImGui::TextWrapped("Click an object: its picture's layout shows in the Picture panel."));
|
if (!o) return void(ImGui::TextWrapped("Click an object: its picture's layout shows in the Picture panel."));
|
||||||
ImGui::TextColored(kAccentText, "%s", o->name.c_str());
|
ImGui::TextColored(accentText(), "%s", o->name.c_str());
|
||||||
if (!o->picture || !o->uvsFit()) {
|
if (!o->picture || !o->uvsFit()) {
|
||||||
if (ImGui::Button("Lay it out", ImVec2(w, 0))) readyToPaint(o->id);
|
if (ImGui::Button("Lay it out", ImVec2(w, 0))) readyToPaint(o->id);
|
||||||
return;
|
return;
|
||||||
|
|
@ -2683,8 +2696,8 @@ private:
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void printProperties(float w) {
|
void printProperties(float w) {
|
||||||
auto good = [](const char* t) { ImGui::TextColored(ImVec4(0.45f, 0.85f, 0.4f, 1), "%s", t); };
|
auto good = [](const char* t) { ImGui::TextColored(roleColor(keel::ui::Role::SuccessText), "%s", t); };
|
||||||
auto bad = [](const std::string& t) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.45f, 0.3f, 1)), ImGui::TextWrapped("%s", t.c_str()), ImGui::PopStyleColor(); };
|
auto bad = [](const std::string& t) { ImGui::PushStyleColor(ImGuiCol_Text, roleColor(keel::ui::Role::DangerText)), ImGui::TextWrapped("%s", t.c_str()), ImGui::PopStyleColor(); };
|
||||||
ImGui::SeparatorText("Printer");
|
ImGui::SeparatorText("Printer");
|
||||||
int printer = std::clamp(fry_printer.i(), 0, int(std::size(kPrinters)) - 1);
|
int printer = std::clamp(fry_printer.i(), 0, int(std::size(kPrinters)) - 1);
|
||||||
ImGui::SetNextItemWidth(w);
|
ImGui::SetNextItemWidth(w);
|
||||||
|
|
@ -2965,7 +2978,7 @@ private:
|
||||||
}
|
}
|
||||||
if (ImGui::IsItemDeactivated()) renamingFolder_ = 0;
|
if (ImGui::IsItemDeactivated()) renamingFolder_ = 0;
|
||||||
} else {
|
} else {
|
||||||
ImGui::PushStyleColor(ImGuiCol_Text, kAccentText);
|
ImGui::PushStyleColor(ImGuiCol_Text, accentText());
|
||||||
const std::string label = std::format("{} ({})", f->name, inside.size());
|
const std::string label = std::format("{} ({})", f->name, inside.size());
|
||||||
if (ImGui::Selectable(label.c_str(), picked, ImGuiSelectableFlags_AllowDoubleClick)) { // a folder is a group: all of it picked
|
if (ImGui::Selectable(label.c_str(), picked, ImGuiSelectableFlags_AllowDoubleClick)) { // a folder is a group: all of it picked
|
||||||
if (mode_ == Mode::Edit) leaveEdit();
|
if (mode_ == Mode::Edit) leaveEdit();
|
||||||
|
|
@ -3179,9 +3192,9 @@ private:
|
||||||
}
|
}
|
||||||
ImGui::Checkbox("Joined into one object", &c.joined);
|
ImGui::Checkbox("Joined into one object", &c.joined);
|
||||||
ImGui::Spacing();
|
ImGui::Spacing();
|
||||||
ImGui::PushStyleColor(ImGuiCol_Button, kAccent);
|
pushAccent();
|
||||||
if (ImGui::Button("Make them", ImVec2(w, 0))) makeCopies(), showCopies_ = false;
|
if (ImGui::Button("Make them", ImVec2(w, 0))) makeCopies(), showCopies_ = false;
|
||||||
ImGui::PopStyleColor();
|
popAccent();
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
void thickenActive() {
|
void thickenActive() {
|
||||||
|
|
@ -3206,9 +3219,9 @@ private:
|
||||||
ImGui::SetNextItemWidth(w);
|
ImGui::SetNextItemWidth(w);
|
||||||
if (ImGui::Combo("##dir", &out, "Inwards (a closed shape: hollow)\0Outwards\0")) thicknessOut_ = out == 1;
|
if (ImGui::Combo("##dir", &out, "Inwards (a closed shape: hollow)\0Outwards\0")) thicknessOut_ = out == 1;
|
||||||
ImGui::TextWrapped("A flat or open surface gets a back and edges: a solid you can print. A closed shape becomes hollow, walls this thick (to save material or make a box).");
|
ImGui::TextWrapped("A flat or open surface gets a back and edges: a solid you can print. A closed shape becomes hollow, walls this thick (to save material or make a box).");
|
||||||
ImGui::PushStyleColor(ImGuiCol_Button, kAccent);
|
pushAccent();
|
||||||
if (ImGui::Button("Make it thick", ImVec2(w, 0))) thickenActive(), showThicken_ = false;
|
if (ImGui::Button("Make it thick", ImVec2(w, 0))) thickenActive(), showThicken_ = false;
|
||||||
ImGui::PopStyleColor();
|
popAccent();
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
void cleanFlatFaces() {
|
void cleanFlatFaces() {
|
||||||
|
|
@ -3293,7 +3306,7 @@ private:
|
||||||
ImGui::SetNextWindowBgAlpha(0.8f);
|
ImGui::SetNextWindowBgAlpha(0.8f);
|
||||||
ImGui::Begin("##touchbar", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing |
|
ImGui::Begin("##touchbar", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing |
|
||||||
ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDocking);
|
ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDocking);
|
||||||
if (now() - messageAt_ < 4.0) ImGui::PushTextWrapPos(maxW), ImGui::TextColored(kAccentText, "%s", message_.c_str()), ImGui::PopTextWrapPos();
|
if (now() - messageAt_ < 4.0) ImGui::PushTextWrapPos(maxW), ImGui::TextColored(accentText(), "%s", message_.c_str()), ImGui::PopTextWrapPos();
|
||||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(12, 8));
|
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(12, 8));
|
||||||
const ImGuiStyle& st = ImGui::GetStyle();
|
const ImGuiStyle& st = ImGui::GetStyle();
|
||||||
float x = 0; // (where the row's got to)
|
float x = 0; // (where the row's got to)
|
||||||
|
|
@ -3302,9 +3315,9 @@ private:
|
||||||
if (x > 0 && x + st.ItemSpacing.x + w <= maxW) ImGui::SameLine(), x += st.ItemSpacing.x;
|
if (x > 0 && x + st.ItemSpacing.x + w <= maxW) ImGui::SameLine(), x += st.ItemSpacing.x;
|
||||||
else x = 0;
|
else x = 0;
|
||||||
x += w;
|
x += w;
|
||||||
if (on) ImGui::PushStyleColor(ImGuiCol_Button, kAccent);
|
if (on) pushAccent();
|
||||||
const bool pressed = ImGui::Button(label);
|
const bool pressed = ImGui::Button(label);
|
||||||
if (on) ImGui::PopStyleColor();
|
if (on) popAccent();
|
||||||
if (tip && ImGui::IsItemHovered()) ImGui::SetTooltip("%s", tip);
|
if (tip && ImGui::IsItemHovered()) ImGui::SetTooltip("%s", tip);
|
||||||
return pressed;
|
return pressed;
|
||||||
};
|
};
|
||||||
|
|
@ -4872,38 +4885,10 @@ private:
|
||||||
ImGui::GetIO().IniFilename = iniPath_.c_str();
|
ImGui::GetIO().IniFilename = iniPath_.c_str();
|
||||||
if (stdfs::exists(iniPath_)) ImGui::LoadIniSettingsFromDisk(iniPath_.c_str());
|
if (stdfs::exists(iniPath_)) ImGui::LoadIniSettingsFromDisk(iniPath_.c_str());
|
||||||
}
|
}
|
||||||
|
if (fry_theme.i() != appliedTheme_) appliedTheme_ = fry_theme.i(), keel::ui::setAppearance(keel::ui::Appearance(std::clamp(appliedTheme_, 0, 2)));
|
||||||
if (styled_) return;
|
if (styled_) return;
|
||||||
styled_ = true;
|
styled_ = true;
|
||||||
ImGuiStyle& st = ImGui::GetStyle();
|
ImGui::GetStyle().FontScaleDpi = 0.92f; // (the look itself: keel/ui, Niveus)
|
||||||
st.FramePadding = ImVec2(7, 5), st.ItemSpacing = ImVec2(7, 6), st.WindowPadding = ImVec2(9, 9);
|
|
||||||
st.WindowRounding = 5, st.FrameRounding = 4, st.TabRounding = 4, st.GrabRounding = 4, st.ScrollbarSize = 12;
|
|
||||||
st.FontScaleDpi = 0.9f;
|
|
||||||
ImVec4* c = st.Colors; // dark, with Fry3DX's hot orange
|
|
||||||
const ImVec4 orange(1.0f, 0.47f, 0.16f, 1.0f), dim(0.75f, 0.33f, 0.1f, 1.0f);
|
|
||||||
c[ImGuiCol_WindowBg] = ImVec4(0.11f, 0.11f, 0.12f, 0.97f);
|
|
||||||
c[ImGuiCol_ChildBg] = ImVec4(0, 0, 0, 0);
|
|
||||||
c[ImGuiCol_PopupBg] = ImVec4(0.12f, 0.12f, 0.13f, 0.98f);
|
|
||||||
c[ImGuiCol_MenuBarBg] = ImVec4(0.09f, 0.09f, 0.1f, 1.0f);
|
|
||||||
c[ImGuiCol_TitleBg] = c[ImGuiCol_TitleBgActive] = c[ImGuiCol_TitleBgCollapsed] = ImVec4(0.09f, 0.09f, 0.1f, 1.0f);
|
|
||||||
c[ImGuiCol_FrameBg] = ImVec4(0.18f, 0.18f, 0.2f, 1.0f);
|
|
||||||
c[ImGuiCol_FrameBgHovered] = ImVec4(0.24f, 0.24f, 0.27f, 1.0f);
|
|
||||||
c[ImGuiCol_FrameBgActive] = ImVec4(0.28f, 0.28f, 0.31f, 1.0f);
|
|
||||||
c[ImGuiCol_Button] = ImVec4(0.2f, 0.2f, 0.22f, 1.0f);
|
|
||||||
c[ImGuiCol_ButtonHovered] = ImVec4(0.3f, 0.3f, 0.33f, 1.0f);
|
|
||||||
c[ImGuiCol_ButtonActive] = dim;
|
|
||||||
c[ImGuiCol_Header] = ImVec4(0.22f, 0.22f, 0.25f, 1.0f);
|
|
||||||
c[ImGuiCol_HeaderHovered] = ImVec4(0.3f, 0.3f, 0.33f, 1.0f);
|
|
||||||
c[ImGuiCol_HeaderActive] = dim;
|
|
||||||
c[ImGuiCol_CheckMark] = c[ImGuiCol_SliderGrabActive] = orange;
|
|
||||||
c[ImGuiCol_SliderGrab] = dim;
|
|
||||||
c[ImGuiCol_Tab] = ImVec4(0.14f, 0.14f, 0.15f, 1.0f);
|
|
||||||
c[ImGuiCol_TabHovered] = ImVec4(0.3f, 0.3f, 0.33f, 1.0f);
|
|
||||||
c[ImGuiCol_TabSelected] = ImVec4(0.2f, 0.2f, 0.22f, 1.0f);
|
|
||||||
c[ImGuiCol_TabSelectedOverline] = orange;
|
|
||||||
c[ImGuiCol_TabDimmedSelected] = ImVec4(0.17f, 0.17f, 0.19f, 1.0f);
|
|
||||||
c[ImGuiCol_SeparatorHovered] = c[ImGuiCol_SeparatorActive] = c[ImGuiCol_ResizeGripActive] = orange;
|
|
||||||
c[ImGuiCol_DockingPreview] = ImVec4(1.0f, 0.47f, 0.16f, 0.5f);
|
|
||||||
c[ImGuiCol_TextSelectedBg] = ImVec4(1.0f, 0.47f, 0.16f, 0.35f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void defaultLayout(ImGuiID dock) {
|
void defaultLayout(ImGuiID dock) {
|
||||||
|
|
@ -5046,6 +5031,12 @@ private:
|
||||||
ImGui::MenuItem("X-ray (see and pick through)", "Alt+Z", &xray_);
|
ImGui::MenuItem("X-ray (see and pick through)", "Alt+Z", &xray_);
|
||||||
ImGui::MenuItem("Grid", nullptr, &showGrid_);
|
ImGui::MenuItem("Grid", nullptr, &showGrid_);
|
||||||
ImGui::MenuItem("Ground (in Rendered)", nullptr, &scene_.look.ground);
|
ImGui::MenuItem("Ground (in Rendered)", nullptr, &scene_.look.ground);
|
||||||
|
if (ImGui::BeginMenu("Appearance")) {
|
||||||
|
const char* looks[] = {"Like the desktop", "Dark", "Light"};
|
||||||
|
for (int i = 0; i < 3; ++i)
|
||||||
|
if (ImGui::MenuItem(looks[i], nullptr, fry_theme.i() == i)) keel::execute(std::format("fry_theme {}", i));
|
||||||
|
ImGui::EndMenu();
|
||||||
|
}
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
if (ImGui::MenuItem("Perspective", "Numpad 5", view_ == View::Perspective)) leaveFlatView();
|
if (ImGui::MenuItem("Perspective", "Numpad 5", view_ == View::Perspective)) leaveFlatView();
|
||||||
if (ImGui::MenuItem("Front", "Numpad 1", view_ == View::Front)) setView(View::Front);
|
if (ImGui::MenuItem("Front", "Numpad 1", view_ == View::Front)) setView(View::Front);
|
||||||
|
|
@ -5072,7 +5063,7 @@ private:
|
||||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 1);
|
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 1);
|
||||||
logoImage(h);
|
logoImage(h);
|
||||||
}
|
}
|
||||||
ImGui::TextColored(ImVec4(1.0f, 0.47f, 0.16f, 1.0f), "Fry3DX");
|
ImGui::PushFont(keel::ui::font(keel::ui::Font::Bold), 0.0f), ImGui::TextColored(accentText(), "Fry3DX"), ImGui::PopFont();
|
||||||
if (!touch()) menus();
|
if (!touch()) menus();
|
||||||
else if (ImGui::BeginMenu("Menu")) { // (a phone: one menu, the others inside it)
|
else if (ImGui::BeginMenu("Menu")) { // (a phone: one menu, the others inside it)
|
||||||
menus();
|
menus();
|
||||||
|
|
@ -5115,14 +5106,21 @@ private:
|
||||||
if (ImGui::MenuItem("Reference picture...")) dialog(4);
|
if (ImGui::MenuItem("Reference picture...")) dialog(4);
|
||||||
}
|
}
|
||||||
|
|
||||||
// A square button with a picture on it (orange when it's the one in use).
|
// How the last item's key looks: filled when it's the one in use, sunk while held.
|
||||||
|
static keel::ui::KeyState keyState(bool on) {
|
||||||
|
using keel::ui::KeyState;
|
||||||
|
return on ? KeyState::On : ImGui::IsItemActive() ? KeyState::Pressed : ImGui::IsItemHovered() ? KeyState::Hovered : KeyState::Normal;
|
||||||
|
}
|
||||||
|
// A square button with a picture on it (the accent when it's the one in use).
|
||||||
bool iconButton(const char* id, Icon icon, bool on, const char* tip, float size = 38.0f) {
|
bool iconButton(const char* id, Icon icon, bool on, const char* tip, float size = 38.0f) {
|
||||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||||
const bool hit = ImGui::InvisibleButton(id, ImVec2(size, size));
|
const bool hit = ImGui::InvisibleButton(id, ImVec2(size, size));
|
||||||
const bool hov = ImGui::IsItemHovered();
|
const keel::ui::KeyState k = keyState(on);
|
||||||
ImDrawList* dl = ImGui::GetWindowDrawList();
|
ImDrawList* dl = ImGui::GetWindowDrawList();
|
||||||
dl->AddRectFilled(p, ImVec2(p.x + size, p.y + size), on ? IM_COL32(196, 86, 26, 255) : hov ? IM_COL32(68, 68, 76, 255) : IM_COL32(40, 40, 46, 255), 6.0f);
|
keel::ui::drawKey(dl, p, ImVec2(p.x + size, p.y + size), 7.0f, k);
|
||||||
drawIcon(dl, icon, ImVec2(p.x + size * 0.14f, p.y + size * 0.14f), size * 0.72f, on ? IM_COL32(255, 255, 255, 255) : IM_COL32(215, 215, 222, 255));
|
const float sink = k == keel::ui::KeyState::Pressed ? 1.0f : 0.0f;
|
||||||
|
drawIcon(dl, icon, ImVec2(p.x + size * 0.14f, p.y + size * 0.14f + sink), size * 0.72f, keel::ui::keyText(k));
|
||||||
|
const bool hov = ImGui::IsItemHovered();
|
||||||
if (hov && tip) ImGui::SetTooltip("%s", tip);
|
if (hov && tip) ImGui::SetTooltip("%s", tip);
|
||||||
return hit;
|
return hit;
|
||||||
}
|
}
|
||||||
|
|
@ -5130,11 +5128,13 @@ private:
|
||||||
bool wideButton(const char* id, Icon icon, const char* label, bool on, float width, const char* tip = nullptr, float h = 30.0f) {
|
bool wideButton(const char* id, Icon icon, const char* label, bool on, float width, const char* tip = nullptr, float h = 30.0f) {
|
||||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||||
const bool hit = ImGui::InvisibleButton(id, ImVec2(width, h));
|
const bool hit = ImGui::InvisibleButton(id, ImVec2(width, h));
|
||||||
const bool hov = ImGui::IsItemHovered();
|
const keel::ui::KeyState k = keyState(on);
|
||||||
ImDrawList* dl = ImGui::GetWindowDrawList();
|
ImDrawList* dl = ImGui::GetWindowDrawList();
|
||||||
dl->AddRectFilled(p, ImVec2(p.x + width, p.y + h), on ? IM_COL32(196, 86, 26, 255) : hov ? IM_COL32(68, 68, 76, 255) : IM_COL32(40, 40, 46, 255), 6.0f);
|
keel::ui::drawKey(dl, p, ImVec2(p.x + width, p.y + h), 7.0f, k);
|
||||||
drawIcon(dl, icon, ImVec2(p.x + h * 0.15f, p.y + h * 0.13f), h * 0.74f, IM_COL32(235, 235, 240, 255));
|
const float sink = k == keel::ui::KeyState::Pressed ? 1.0f : 0.0f;
|
||||||
dl->AddText(ImVec2(p.x + h + 2, p.y + (h - ImGui::GetFontSize()) * 0.5f), IM_COL32(235, 235, 240, 255), label);
|
drawIcon(dl, icon, ImVec2(p.x + h * 0.15f, p.y + h * 0.13f + sink), h * 0.74f, keel::ui::keyText(k));
|
||||||
|
dl->AddText(ImVec2(p.x + h + 2, p.y + (h - ImGui::GetFontSize()) * 0.5f + sink), keel::ui::keyText(k), label);
|
||||||
|
const bool hov = ImGui::IsItemHovered();
|
||||||
if (hov && tip) ImGui::SetTooltip("%s", tip);
|
if (hov && tip) ImGui::SetTooltip("%s", tip);
|
||||||
return hit;
|
return hit;
|
||||||
}
|
}
|
||||||
|
|
@ -5209,7 +5209,7 @@ private:
|
||||||
}
|
}
|
||||||
ImGui::Spacing();
|
ImGui::Spacing();
|
||||||
for (const ToolInfo& t : kTools)
|
for (const ToolInfo& t : kTools)
|
||||||
if (t.tool == tool_) ImGui::TextColored(kAccentText, "%s", t.name);
|
if (t.tool == tool_) ImGui::TextColored(accentText(), "%s", t.name);
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -5230,7 +5230,7 @@ private:
|
||||||
ImGui::PopID();
|
ImGui::PopID();
|
||||||
});
|
});
|
||||||
for (const PaintToolInfo& t : kPaintTools)
|
for (const PaintToolInfo& t : kPaintTools)
|
||||||
if (t.tool == paintTool_) ImGui::TextColored(kAccentText, "%s", t.name);
|
if (t.tool == paintTool_) ImGui::TextColored(accentText(), "%s", t.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
void paintOptions(float w) {
|
void paintOptions(float w) {
|
||||||
|
|
@ -5565,7 +5565,7 @@ private:
|
||||||
"or put pictures onto: copy one in any app and press Ctrl+V.");
|
"or put pictures onto: copy one in any app and press Ctrl+V.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
ImGui::TextColored(kAccentText, "%s", o->name.c_str());
|
ImGui::TextColored(accentText(), "%s", o->name.c_str());
|
||||||
if (!o->picture) {
|
if (!o->picture) {
|
||||||
int size = pictureSize_ <= 512 ? 0 : pictureSize_ <= 1024 ? 1 : pictureSize_ <= 2048 ? 2 : 3;
|
int size = pictureSize_ <= 512 ? 0 : pictureSize_ <= 1024 ? 1 : pictureSize_ <= 2048 ? 2 : 3;
|
||||||
ImGui::SetNextItemWidth(w);
|
ImGui::SetNextItemWidth(w);
|
||||||
|
|
@ -5992,7 +5992,7 @@ private:
|
||||||
|
|
||||||
void statusBar() {
|
void statusBar() {
|
||||||
ImGui::Begin("Status", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar);
|
ImGui::Begin("Status", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar);
|
||||||
if (now() - messageAt_ < 4.0) ImGui::TextColored(kAccentText, "%s", message_.c_str());
|
if (now() - messageAt_ < 4.0) ImGui::TextColored(accentText(), "%s", message_.c_str());
|
||||||
else if (tab_ == Tab::Layout) {
|
else if (tab_ == Tab::Layout) {
|
||||||
for (const LayToolInfo& t : kLayTools)
|
for (const LayToolInfo& t : kLayTools)
|
||||||
if (t.tool == layTool_)
|
if (t.tool == layTool_)
|
||||||
|
|
@ -6019,7 +6019,7 @@ private:
|
||||||
ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDocking);
|
ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDocking);
|
||||||
static const char* names[] = {"Perspective", "Front", "Back", "Left", "Right", "Top", "Bottom"};
|
static const char* names[] = {"Perspective", "Front", "Back", "Left", "Right", "Top", "Bottom"};
|
||||||
static const char* shadings[] = {"Solid", "Rendered", "Wireframe"};
|
static const char* shadings[] = {"Solid", "Rendered", "Wireframe"};
|
||||||
ImGui::TextColored(kAccentText, "%s", names[int(view_)]);
|
ImGui::TextColored(accentText(), "%s", names[int(view_)]);
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
ImGui::TextDisabled("%s%s", shadings[int(shading_)], xray_ ? ", X-ray" : "");
|
ImGui::TextDisabled("%s%s", shadings[int(shading_)], xray_ ? ", X-ray" : "");
|
||||||
for (int i = 1; i < 7; ++i) {
|
for (int i = 1; i < 7; ++i) {
|
||||||
|
|
@ -6058,7 +6058,7 @@ private:
|
||||||
for (auto [k, what] : list) {
|
for (auto [k, what] : list) {
|
||||||
ImGui::TableNextRow();
|
ImGui::TableNextRow();
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
ImGui::TextColored(kAccentText, "%s", k);
|
ImGui::TextColored(accentText(), "%s", k);
|
||||||
ImGui::TableNextColumn();
|
ImGui::TableNextColumn();
|
||||||
ImGui::TextWrapped("%s", what);
|
ImGui::TextWrapped("%s", what);
|
||||||
}
|
}
|
||||||
|
|
@ -6097,7 +6097,7 @@ private:
|
||||||
logoImage(160);
|
logoImage(160);
|
||||||
const char* title = "Fry3DX — Frying 3D Extreme";
|
const char* title = "Fry3DX — Frying 3D Extreme";
|
||||||
ImGui::SetCursorPosX((ImGui::GetWindowWidth() - ImGui::CalcTextSize(title).x) * 0.5f);
|
ImGui::SetCursorPosX((ImGui::GetWindowWidth() - ImGui::CalcTextSize(title).x) * 0.5f);
|
||||||
ImGui::TextColored(ImVec4(1.0f, 0.47f, 0.16f, 1.0f), "%s", title);
|
ImGui::TextColored(accentText(), "%s", title);
|
||||||
ImGui::TextWrapped("A 3D modeller that does what you'd expect: pick a tool, click and drag. Made by Nexoniarz; open source (Apache License 2.0).");
|
ImGui::TextWrapped("A 3D modeller that does what you'd expect: pick a tool, click and drag. Made by Nexoniarz; open source (Apache License 2.0).");
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue