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