GUI: prepare for new pattern renderer

likely two stages, depending on how efficient the first one is

stage 1:
- no more Selectables
- using ImDrawList to draw the pattern
  - perhaps even bypassing that and directly firing quads at the draw queue

stage 2:
- using textures and tiles to draw the pattern
This commit is contained in:
tildearrow 2025-12-27 18:16:33 -05:00
parent 240d3c5718
commit 4db4509621
6 changed files with 115 additions and 0 deletions

102
src/gui/newPattern.cpp Normal file
View file

@ -0,0 +1,102 @@
/**
* Furnace Tracker - multi-system chiptune tracker
* Copyright (C) 2021-2025 tildearrow and contributors
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
// for suck's fake Clang extension!
#define _USE_MATH_DEFINES
#include "gui.h"
#include "../ta-log.h"
#include "imgui_internal.h"
#include "IconsFontAwesome4.h"
#include "furIcons.h"
#include "misc/cpp/imgui_stdlib.h"
#include "guiConst.h"
#include "../utfutils.h"
#include <fmt/printf.h>
void FurnaceGUI::drawPatternNew() {
if (nextWindow==GUI_WINDOW_PATTERN) {
patternOpen=true;
ImGui::SetNextWindowFocus();
nextWindow=GUI_WINDOW_NOTHING;
}
if (!patternOpen) return;
if (e->isPlaying() && followPattern) {
if (oldRowChanged || !e->isStepping()) {
if (e->isStepping()) pendingStepUpdate=1;
cursor.y=oldRow;
cursor.order=curOrder;
if (selStart.xCoarse==selEnd.xCoarse && selStart.xFine==selEnd.xFine && selStart.y==selEnd.y && selStart.order==selEnd.order && !selecting) {
selStart=cursor;
selEnd=cursor;
}
}
}
sel1=selStart;
sel2=selEnd;
if (sel2.order<sel1.order) {
sel2.order^=sel1.order;
sel1.order^=sel2.order;
sel2.order^=sel1.order;
sel2.y^=sel1.y;
sel1.y^=sel2.y;
sel2.y^=sel1.y;
} else if (sel2.order==sel1.order && sel2.y<sel1.y) {
sel2.y^=sel1.y;
sel1.y^=sel2.y;
sel2.y^=sel1.y;
}
if (sel2.xCoarse<sel1.xCoarse) {
sel2.xCoarse^=sel1.xCoarse;
sel1.xCoarse^=sel2.xCoarse;
sel2.xCoarse^=sel1.xCoarse;
sel2.xFine^=sel1.xFine;
sel1.xFine^=sel2.xFine;
sel2.xFine^=sel1.xFine;
} else if (sel2.xCoarse==sel1.xCoarse && sel2.xFine<sel1.xFine) {
sel2.xFine^=sel1.xFine;
sel1.xFine^=sel2.xFine;
sel2.xFine^=sel1.xFine;
}
//ImVec2 origWinPadding=ImGui::GetStyle().WindowPadding;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding,ImVec2(0.0f,0.0f));
if (mobileUI) {
patWindowPos=(portrait?ImVec2(0.0f,(mobileMenuPos*-0.65*canvasH)+(0.12*canvasW)):ImVec2((0.16*canvasH)+0.5*canvasW*mobileMenuPos,0.0f));
patWindowSize=(portrait?ImVec2(canvasW,canvasH-(0.16*canvasW)-(0.12*canvasW)-(pianoOpen?(0.4*canvasW):0.0f)):ImVec2(canvasW-(0.16*canvasH),canvasH-(pianoOpen?(0.3*canvasH):0.0f)));
ImGui::SetNextWindowPos(patWindowPos);
ImGui::SetNextWindowSize(patWindowSize);
}
if (ImGui::Begin("PatternNew",&patternOpen,globalWinFlags|(settings.avoidRaisingPattern?ImGuiWindowFlags_NoBringToFrontOnFocus:0)|((settings.cursorFollowsWheel && !selecting)?ImGuiWindowFlags_NoScrollWithMouse:0),_("Pattern"))) {
if (!mobileUI) {
patWindowPos=ImGui::GetWindowPos();
patWindowSize=ImGui::GetWindowSize();
}
ImGui::Text("The pattern view goes here.");
ImGui::PushFont(patFont);
ImGui::PopFont();
}
ImGui::PopStyleVar();
if (ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows)) curWindow=GUI_WINDOW_PATTERN;
ImGui::End();
}