Initial Commit for Template App

This commit is contained in:
2025-06-24 12:43:02 -05:00
commit fc5b0c3897
8 changed files with 225 additions and 0 deletions

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/.idea
/.cache
/cmake-build-debug
/build

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README.md Normal file
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MAINICON ICON "redacted.ico"
IDI_ICON1 ICON DISCARDABLE "redacted.ico"
MANIFEST ICON "redacted.ico"
AAA ICON "redacted.ico"

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# SPDX-License-Identifier: MIT
#
# SPDX-FileCopyrightText: Copyright (c) 2019-2023 Lars Melchior and contributors
set(CPM_DOWNLOAD_VERSION 0.38.7)
set(CPM_HASH_SUM "83e5eb71b2bbb8b1f2ad38f1950287a057624e385c238f6087f94cdfc44af9c5")
if(CPM_SOURCE_CACHE)
set(CPM_DOWNLOAD_LOCATION "${CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
elseif(DEFINED ENV{CPM_SOURCE_CACHE})
set(CPM_DOWNLOAD_LOCATION "$ENV{CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
else()
set(CPM_DOWNLOAD_LOCATION "${CMAKE_BINARY_DIR}/cmake/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
endif()
# Expand relative path. This is important if the provided path contains a tilde (~)
get_filename_component(CPM_DOWNLOAD_LOCATION ${CPM_DOWNLOAD_LOCATION} ABSOLUTE)
file(DOWNLOAD
https://github.com/cpm-cmake/CPM.cmake/releases/download/v${CPM_DOWNLOAD_VERSION}/CPM.cmake
${CPM_DOWNLOAD_LOCATION} EXPECTED_HASH SHA256=${CPM_HASH_SUM}
)
include(${CPM_DOWNLOAD_LOCATION})

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#pragma once
#include <ReWindow/types/Window.h>
#include <J3ML/LinearAlgebra.hpp>
#include <JGL/JGL.h>
#include "JGL/types/Shader.h"
#include "JUI/JUI.hpp"
#include "JUI/Widgets/Scene.hpp"
#include "JUI/Widgets/TextRect.hpp"
// Our OpenGL wrapper currently targets OpenGL 2.1
// You can specify a different version if you wish to write your own graphics code.
#define GL_VER_MAJOR 2
#define GL_VER_MINOR 1
class RedactedFrameworkAppTemplate : public ReWindow::OpenGLWindow {
public:
JGL::Texture* logo = nullptr;
JUI::Scene* scene = nullptr;
/// Constructs the application class.
/// @param title
/// @param width
/// @param height
RedactedFrameworkAppTemplate(const std::string& title, int width, int height);
/// Called after the framework initialization is complete. Loads resources and creates objects.
bool Load();
bool Open() override;
/// Ensure the OpenGL wrapper has the correct canvas size. Good place to update other elements' size as well.
void PropagateWindowSize() {
auto size = GetSize();
Vector2i vSize = Vector2i(size.x, size.y);
JGL::Update(vSize);
scene->SetViewportSize(Vector2(vSize));
}
void Update(float elapsed) {
scene->Update(elapsed);
}
Vector2 SizeV2() {
auto size = GetSize();
return Vector2(size.x, size.y);
}
Vector2i SizeV2i() {
auto size = GetSize();
return Vector2i(size.x, size.y);
}
void DrawBackgroundLogo() {
Vector2 logo_size = Vector2(logo->GetDimensions());
float scale_coefficient = 0.75f; // The amount to scale the image by.
// Computes the percentages [0, 1] of the image size relative to the viewport size.
Vector2 scale = SizeV2() / logo_size;
// We pick the best fit and apply it as a uniform scale.
float best_fit_scale = Math::Min(scale.x, scale.y);
// The final factor [0, 1] by which to scale the image size.
scale = Vector2(best_fit_scale, best_fit_scale) * scale_coefficient;
/// The bounding-box of the image after scaling.
Vector2 box_size = Vector2(logo->GetDimensions())*scale;
// Center of the screen.
Vector2 screen_center = SizeV2() / 2.f;
// Center of the logo.
Vector2 logo_center = box_size / 2.f;
// The point at which to draw the logo such that it always appears centered.
// TODO: The `origin` parameter in J2D should perform this calculation for us, so we can specify [0.5, 0.5] and it will render from the center.
Vector2 draw_offset = screen_center - logo_center;
// Draw the logo's bounding box, as a gradient box.
J2D::FillGradientRect(Colors::Yellow, Colors::Pinks::HotPink, Direction::Diagonal_SWNE, draw_offset, box_size);
J2D::DrawSprite(logo, draw_offset, 0, Vector2::Zero, scale);
}
void Render() {
Shader::UseDefault();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
J2D::Begin();
DrawBackgroundLogo();
J2D::End();
scene->Draw();
}
void OnRefresh(float elapsed) override {
PropagateWindowSize();
Update(elapsed);
Render();
SwapBuffers();
}
enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
// Default condition.
return JUI::MouseButton::Left;
}
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
auto btn = ToJUIEnum(e.Button);
// Consume mouse clicks that are of interest to the UI scene.
if (scene->ObserveMouseInput(btn, true))
return;
// Listen for mouse clicks.
}
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, false)) return;
}
void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
Vector2 nmp = Vector2(e.Position.x, e.Position.y);
if (scene->ObserveMouseMovement(nmp)) return;
}
void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
if (scene->ObserveKeyInput(e.key, true)) return;
}
void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
if (scene->ObserveKeyInput(e.key, false)) return;
}
void OnMouseWheel(const ReWindow::MouseWheelEvent &e) override {
if (scene->ObserveMouseWheel(e.WheelMovement)) return;
}
protected:
private:
};

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#include <App.hpp>
RedactedFrameworkAppTemplate::RedactedFrameworkAppTemplate(const std::string &title, int width, int height): OpenGLWindow(title, width, height, GL_VER_MAJOR, GL_VER_MINOR) {
}
bool RedactedFrameworkAppTemplate::Load() {
using namespace JUI::UDimLiterals;
// FilteringMode::Nearest ensures crisp pixels with no "blending".
logo = new JGL::Texture("assets/redacted.png", FilteringMode::NEAREST);
scene = new JUI::Scene();
auto* text_box = new JUI::TextRect(scene);
text_box->Size({200_px, 50_px});
text_box->SetContent("Redactd Software");
return true;
}
bool RedactedFrameworkAppTemplate::Open() {
if (!OpenGLWindow::Open()) return false;
auto size = GetSize(); // ReWindow returns an IPair, and we convert it to a J3ML vector to pass to the graphics abstraction.
auto vec_size = Vector2i(size.x, size.y);
if (!JGL::Init(vec_size, 0.f, 1.f))
return false;
JGL::Update(vec_size);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
// TODO: Delete when we update to the next release of JGL
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
Load();
return true;
}