mirror of
https://github.com/wpilibsuite/allwpilib
synced 2026-06-20 00:51:42 +00:00
Add simulation GUI plugin
This uses Dear Imgui to provide a cross-platform integrated GUI for robot simulation. The GUI provides fully integrated DS and joystick support so it's not necessary to run the official DS.
This commit is contained in:
397
simulation/halsim_gui/src/main/native/cpp/HALSimGui.cpp
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397
simulation/halsim_gui/src/main/native/cpp/HALSimGui.cpp
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/*----------------------------------------------------------------------------*/
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/* Copyright (c) 2019 FIRST. All Rights Reserved. */
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/* Open Source Software - may be modified and shared by FRC teams. The code */
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/* must be accompanied by the FIRST BSD license file in the root directory of */
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/* the project. */
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/*----------------------------------------------------------------------------*/
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#include "HALSimGui.h"
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#include <algorithm>
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#include <atomic>
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#include <GL/gl3w.h>
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <imgui_internal.h>
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#include <wpi/StringMap.h>
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#include <wpi/raw_ostream.h>
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using namespace halsimgui;
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namespace {
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struct WindowInfo {
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WindowInfo() = default;
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explicit WindowInfo(const char* name_) : name{name_} {}
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WindowInfo(const char* name_, std::function<void()> display_,
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ImGuiWindowFlags flags_)
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: name{name_}, display{std::move(display_)}, flags{flags_} {}
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std::string name;
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std::function<void()> display;
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ImGuiWindowFlags flags = 0;
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bool visible = true;
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bool enabled = true;
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ImGuiCond posCond = 0;
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ImGuiCond sizeCond = 0;
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ImVec2 pos;
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ImVec2 size;
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};
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} // namespace
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static std::atomic_bool gExit{false};
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static GLFWwindow* gWindow;
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static std::vector<std::function<void()>> gInitializers;
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static std::vector<std::function<void()>> gExecutors;
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static std::vector<WindowInfo> gWindows;
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static wpi::StringMap<int> gWindowMap; // index into gWindows
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static std::vector<int> gSortedWindows; // index into gWindows
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static std::vector<std::function<void()>> gOptionMenus;
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static std::vector<std::function<void()>> gMenus;
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static void glfw_error_callback(int error, const char* description) {
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wpi::errs() << "GLFW Error " << error << ": " << description << '\n';
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}
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// read/write open state to ini file
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static void* SimWindowsReadOpen(ImGuiContext* ctx,
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ImGuiSettingsHandler* handler,
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const char* name) {
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int index = gWindowMap.try_emplace(name, gWindows.size()).first->second;
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if (index == static_cast<int>(gWindows.size())) {
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gSortedWindows.push_back(index);
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gWindows.emplace_back(name);
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std::sort(gSortedWindows.begin(), gSortedWindows.end(),
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[](int a, int b) { return gWindows[a].name < gWindows[b].name; });
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}
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return &gWindows[index];
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}
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static void SimWindowsReadLine(ImGuiContext* ctx, ImGuiSettingsHandler* handler,
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void* entry, const char* lineStr) {
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auto element = static_cast<WindowInfo*>(entry);
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wpi::StringRef line{lineStr};
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auto [name, value] = line.split('=');
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name = name.trim();
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value = value.trim();
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if (name == "visible") {
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int num;
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if (value.getAsInteger(10, num)) return;
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element->visible = num;
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} else if (name == "enabled") {
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int num;
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if (value.getAsInteger(10, num)) return;
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element->enabled = num;
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}
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}
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static void SimWindowsWriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler,
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ImGuiTextBuffer* out_buf) {
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for (auto&& window : gWindows)
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out_buf->appendf("[SimWindow][%s]\nvisible=%d\nenabled=%d\n\n",
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window.name.c_str(), window.visible ? 1 : 0,
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window.enabled ? 1 : 0);
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}
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void HALSimGui::Add(std::function<void()> initialize) {
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if (initialize) gInitializers.emplace_back(std::move(initialize));
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}
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void HALSimGui::AddExecute(std::function<void()> execute) {
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if (execute) gExecutors.emplace_back(std::move(execute));
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}
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void HALSimGui::AddWindow(const char* name, std::function<void()> display,
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int flags) {
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if (display) {
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int index = gWindowMap.try_emplace(name, gWindows.size()).first->second;
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if (index < static_cast<int>(gWindows.size())) {
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if (gWindows[index].display) {
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wpi::errs() << "halsim_gui: ignoring duplicate window '" << name
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<< "'\n";
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} else {
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gWindows[index].display = display;
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gWindows[index].flags = flags;
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}
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return;
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}
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gSortedWindows.push_back(index);
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gWindows.emplace_back(name, std::move(display),
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static_cast<ImGuiWindowFlags>(flags));
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std::sort(gSortedWindows.begin(), gSortedWindows.end(),
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[](int a, int b) { return gWindows[a].name < gWindows[b].name; });
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}
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}
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void HALSimGui::AddMainMenu(std::function<void()> menu) {
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if (menu) gMenus.emplace_back(std::move(menu));
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}
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void HALSimGui::AddOptionMenu(std::function<void()> menu) {
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if (menu) gOptionMenus.emplace_back(std::move(menu));
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}
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void HALSimGui::SetWindowVisibility(const char* name,
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WindowVisibility visibility) {
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auto it = gWindowMap.find(name);
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if (it == gWindowMap.end()) return;
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auto& window = gWindows[it->second];
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switch (visibility) {
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case kHide:
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window.visible = false;
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window.enabled = true;
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break;
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case kShow:
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window.visible = true;
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window.enabled = true;
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break;
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case kDisabled:
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window.enabled = false;
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break;
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}
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}
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void HALSimGui::SetDefaultWindowPos(const char* name, float x, float y) {
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auto it = gWindowMap.find(name);
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if (it == gWindowMap.end()) return;
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auto& window = gWindows[it->second];
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window.posCond = ImGuiCond_FirstUseEver;
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window.pos = ImVec2{x, y};
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}
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void HALSimGui::SetDefaultWindowSize(const char* name, float width,
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float height) {
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auto it = gWindowMap.find(name);
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if (it == gWindowMap.end()) return;
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auto& window = gWindows[it->second];
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window.sizeCond = ImGuiCond_FirstUseEver;
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window.size = ImVec2{width, height};
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}
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bool HALSimGui::Initialize() {
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
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if (!glfwInit()) return false;
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// Decide GL+GLSL versions
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#if __APPLE__
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+
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#endif
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// Create window with graphics context
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gWindow =
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glfwCreateWindow(1280, 720, "Robot Simulation GUI", nullptr, nullptr);
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if (!gWindow) return false;
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glfwMakeContextCurrent(gWindow);
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glfwSwapInterval(1); // Enable vsync
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// Initialize OpenGL loader
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if (gl3wInit() != 0) {
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wpi::errs() << "Failed to initialize OpenGL loader!\n";
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return false;
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}
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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// Setup Dear ImGui style
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// ImGui::StyleColorsDark();
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ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(gWindow, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored
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// into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which
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// ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string
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// literal you need to write a double backslash \\ !
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// io.Fonts->AddFontDefault();
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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// ImFont* font =
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
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// NULL, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != NULL);
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// hook ini handler to save settings
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ImGuiSettingsHandler iniHandler;
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iniHandler.TypeName = "SimWindow";
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iniHandler.TypeHash = ImHashStr(iniHandler.TypeName);
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iniHandler.ReadOpenFn = SimWindowsReadOpen;
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iniHandler.ReadLineFn = SimWindowsReadLine;
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iniHandler.WriteAllFn = SimWindowsWriteAll;
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ImGui::GetCurrentContext()->SettingsHandlers.push_back(iniHandler);
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for (auto&& initialize : gInitializers) {
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if (initialize) initialize();
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}
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return true;
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}
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void HALSimGui::Main(void*) {
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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while (!glfwWindowShouldClose(gWindow) && !gExit) {
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// Poll and handle events (inputs, window resize, etc.)
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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for (auto&& execute : gExecutors) {
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if (execute) execute();
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}
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{
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ImGui::BeginMainMenuBar();
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if (ImGui::BeginMenu("Options")) {
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for (auto&& menu : gOptionMenus) {
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if (menu) menu();
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}
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Window")) {
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for (auto&& windowIndex : gSortedWindows) {
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auto& window = gWindows[windowIndex];
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ImGui::MenuItem(window.name.c_str(), nullptr, &window.visible,
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window.enabled);
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}
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ImGui::EndMenu();
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}
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for (auto&& menu : gMenus) {
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if (menu) menu();
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}
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#if 0
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char str[64];
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std::snprintf(str, sizeof(str), "%.3f ms/frame (%.1f FPS)",
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1000.0f / ImGui::GetIO().Framerate,
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ImGui::GetIO().Framerate);
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ImGui::SameLine(ImGui::GetWindowWidth() - ImGui::CalcTextSize(str).x -
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10);
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ImGui::Text("%s", str);
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#endif
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ImGui::EndMainMenuBar();
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}
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for (auto&& window : gWindows) {
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if (window.display && window.visible && window.enabled) {
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if (window.posCond != 0)
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ImGui::SetNextWindowPos(window.pos, window.posCond);
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if (window.sizeCond != 0)
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ImGui::SetNextWindowSize(window.size, window.sizeCond);
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if (ImGui::Begin(window.name.c_str(), &window.visible, window.flags))
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window.display();
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ImGui::End();
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}
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(gWindow, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(gWindow);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(gWindow);
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glfwTerminate();
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}
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void HALSimGui::Exit(void*) { gExit = true; }
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extern "C" {
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void HALSIMGUI_Add(void* param, void (*initialize)(void*)) {
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if (initialize) {
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HALSimGui::Add([=] { initialize(param); });
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}
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}
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void HALSIMGUI_AddExecute(void* param, void (*execute)(void*)) {
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if (execute) {
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HALSimGui::AddExecute([=] { execute(param); });
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}
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}
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void HALSIMGUI_AddWindow(const char* name, void* param, void (*display)(void*),
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int32_t flags) {
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if (display) {
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HALSimGui::AddWindow(name, [=] { display(param); }, flags);
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}
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}
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void HALSIMGUI_AddMainMenu(void* param, void (*menu)(void*)) {
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if (menu) {
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HALSimGui::AddMainMenu([=] { menu(param); });
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}
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}
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void HALSIMGUI_AddOptionMenu(void* param, void (*menu)(void*)) {
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if (menu) {
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HALSimGui::AddOptionMenu([=] { menu(param); });
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}
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}
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void HALSIMGUI_SetWindowVisibility(const char* name, int32_t visibility) {
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HALSimGui::SetWindowVisibility(
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name, static_cast<HALSimGui::WindowVisibility>(visibility));
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}
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void HALSIMGUI_SetDefaultWindowPos(const char* name, float x, float y) {
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HALSimGui::SetDefaultWindowPos(name, x, y);
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}
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void HALSIMGUI_SetDefaultWindowSize(const char* name, float width,
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float height) {
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HALSimGui::SetDefaultWindowSize(name, width, height);
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}
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} // extern "C"
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