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5 Commits

Author SHA1 Message Date
Rekai Nyangadzayi Musuka 56bdb45491 chore: remove extra branch from switch statement
survived a rebase 😔
2023-03-26 23:02:49 -05:00
Rekai Nyangadzayi Musuka a74cbad16d feat: prefer SDL.h instead of SDL/SDL.h on all supported platforms 2023-03-26 23:00:16 -05:00
Rekai Nyangadzayi Musuka d46a1d901c chore: explicitly link SDL2
TODO: What happens on Windows? macOS?
2023-03-26 23:00:16 -05:00
Rekai Nyangadzayi Musuka b696c24423 fix: vcpkg stores SDL.h under SDL2 folder
macOS and Linux seem to not, so in order to get CI working again I
should make use of the preprocessor.

FIXME: I think this makes vcpkg a **hard** requirement which perhaps
isn't ideal if I want ZBA to be as easy to build as possible. I should
try ensuring that building w/out vcpkg works as well
2023-03-26 23:00:16 -05:00
Rekai Nyangadzayi Musuka 15d3b6b2b2 feat: add sdl2-opengl3 backend impl 2023-03-26 23:00:15 -05:00
4 changed files with 68 additions and 2 deletions

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@ -105,6 +105,28 @@ pub fn package(
zgui_c_cpp.linkSystemLibraryName("dwmapi"); zgui_c_cpp.linkSystemLibraryName("dwmapi");
}, },
.sdl2_opengl3 => { .sdl2_opengl3 => {
if (target.isWindows()) blk: {
// see: https://github.com/MasterQ32/SDL.zig/blob/37f4ba9e31bea895fa19ef8b90d1f51111e52e67/Sdk.zig#L182-L199
zgui_c_cpp.addVcpkgPaths(if (args.options.shared) .dynamic else .static) catch break :blk;
const vcpkg_triplet = zgui_c_cpp.target.vcpkgTriplet(b.allocator, if (args.options.shared) .Dynamic else .Static) catch |e| {
std.debug.panic("failed to determing vcpkg triplet: {}", .{e});
};
defer b.allocator.free(vcpkg_triplet);
const include_path = b.pathJoin(&.{ b.vcpkg_root.found, "installed", vcpkg_triplet, "include", "SDL2" });
zgui_c_cpp.include_dirs.append(.{ .raw_path = include_path }) catch @panic("out of memory");
const bin_path = zgui_c_cpp.vcpkg_bin_path orelse @panic("vcpkg paths were found, so vcpkg_bin_path should be set ");
const dll_path = std.fs.path.join(b.allocator, &.{ bin_path, "SDL2.dll" }) catch @panic("out of memory");
std.fs.cwd().access(dll_path, .{}) catch break :blk;
b.installBinFile(dll_path, "SDL2.dll");
}
zgui_c_cpp.linkSystemLibrary("SDL2");
zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp", cflags);
zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags);
}, },

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@ -69,6 +69,7 @@
// SDL // SDL
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#if defined(__APPLE__) #if defined(__APPLE__)
#include <TargetConditionals.h> #include <TargetConditionals.h>
#endif #endif

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@ -0,0 +1,42 @@
const zgui = @import("gui.zig");
const SDL_GL_Context = *anyopaque;
pub fn init(window: *anyopaque, context: SDL_GL_Context, glsl_version: []const u8) void {
if (!ImGui_ImplSDL2_InitForOpenGL(window, context)) unreachable;
if (!ImGui_ImplOpenGL3_Init(glsl_version.ptr)) unreachable;
}
pub fn deinit() void {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
}
pub fn newFrame(width: f32, height: f32) void {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
zgui.io.setDisplaySize(width, height);
zgui.io.setDisplayFramebufferScale(1.0, 1.0);
zgui.newFrame();
}
pub fn draw() void {
zgui.render();
ImGui_ImplOpenGL3_RenderDrawData(zgui.getDrawData());
}
pub fn processEvent(event: *anyopaque) bool {
return ImGui_ImplSDL2_ProcessEvent(event);
}
extern fn ImGui_ImplSDL2_InitForOpenGL(window: *anyopaque, sdl_gl_context: SDL_GL_Context) bool;
extern fn ImGui_ImplSDL2_Shutdown() void;
extern fn ImGui_ImplSDL2_NewFrame() void;
extern fn ImGui_ImplSDL2_ProcessEvent(event: *anyopaque) bool;
extern fn ImGui_ImplOpenGL3_Init(glsl_version: [*]const u8) bool;
extern fn ImGui_ImplOpenGL3_Shutdown() void;
extern fn ImGui_ImplOpenGL3_NewFrame() void;
extern fn ImGui_ImplOpenGL3_RenderDrawData(draw_data: *anyopaque) void;

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@ -10,6 +10,7 @@ pub usingnamespace @import("gui.zig");
pub const plot = @import("plot.zig"); pub const plot = @import("plot.zig");
pub const backend = switch (@import("zgui_options").backend) { pub const backend = switch (@import("zgui_options").backend) {
.glfw_wgpu => @import("backend_glfw_wgpu.zig"), .glfw_wgpu => @import("backend_glfw_wgpu.zig"),
.glfw_opengl3 => @import("backend_glfw_opengl3.zig"), .sdl2_opengl3 => @import("backend_sdl2_opengl3.zig"),
.no_backend, .win32_dx12, .sdl2_opengl3 => @panic("unsupported backend"), .win32_dx12 => .{}, // TODO:
.no_backend => .{},
}; };