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Place IMGUI UIs into a separate common module (#25131)
* Modularize imgui - split windows and ready to add into any app * Comment update * Added extra assert * Switch to using a work scheduler instead of a stack lock for state updates * Restyle * typo fix * Update to sem_wait * Restyle * Generate shutdown event before stoppign the event loop task * Restyle * Update the code to not reference Server (would not compile otherwise) * Use a semaphore to wait for UI to send the shutdown. Also update comments * Restyle --------- Co-authored-by: Andrei Litvin <[email protected]>
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# Copyright (c) 2023 Project CHIP Authors | ||
# | ||
# Licensed under the Apache License, Version 2.0 (the "License"); | ||
# you may not use this file except in compliance with the License. | ||
# You may obtain a copy of the License at | ||
# | ||
# http://www.apache.org/licenses/LICENSE-2.0 | ||
# | ||
# Unless required by applicable law or agreed to in writing, software | ||
# distributed under the License is distributed on an "AS IS" BASIS, | ||
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
# See the License for the specific language governing permissions and | ||
# limitations under the License. | ||
import("//build_overrides/chip.gni") | ||
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import("${chip_root}/build/chip/tools.gni") | ||
import("${chip_root}/third_party/imgui/imgui.gni") | ||
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config("imgui_ui_config") { | ||
# allow including via 'imgui_ui/....' | ||
include_dirs = [ "../" ] | ||
} | ||
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static_library("imgui_ui") { | ||
sources = [ | ||
"ui.cpp", | ||
"ui.h", | ||
] | ||
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deps = [ | ||
"${chip_root}/examples/common/imgui_ui/windows", | ||
"${chip_root}/examples/platform/linux:app-main", | ||
"${chip_root}/src/lib/support", | ||
"${chip_root}/third_party/imgui", | ||
] | ||
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public_configs = [ | ||
":imgui_ui_config", | ||
"${chip_root}/third_party/imgui:imgui_config", # propagate enabling flag | ||
] | ||
} |
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/* | ||
* | ||
* Copyright (c) 2023 Project CHIP Authors | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
*/ | ||
#include "ui.h" | ||
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#include <SDL.h> | ||
#include <SDL_opengl.h> | ||
#include <imgui.h> | ||
#include <imgui_impl_opengl3.h> | ||
#include <imgui_impl_sdl2.h> | ||
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#include <lib/support/logging/CHIPLogging.h> | ||
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#include <atomic> | ||
#include <thread> | ||
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namespace example { | ||
namespace Ui { | ||
namespace { | ||
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// Controls running the UI event loop | ||
std::atomic<bool> gUiRunning{ false }; | ||
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void UiInit(SDL_GLContext * gl_context, SDL_Window ** window) | ||
{ | ||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) | ||
{ | ||
ChipLogError(AppServer, "SDL Init Error: %s\n", SDL_GetError()); | ||
return; | ||
} | ||
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#if defined(__APPLE__) | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||
#else | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | ||
#endif | ||
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#ifdef SDL_HINT_IME_SHOW_UI | ||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); | ||
#endif | ||
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | ||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); | ||
*window = SDL_CreateWindow("Light UI", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); | ||
*gl_context = SDL_GL_CreateContext(*window); | ||
SDL_GL_MakeCurrent(*window, *gl_context); | ||
SDL_GL_SetSwapInterval(1); // Enable vsync | ||
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// Setup Dear ImGui context | ||
IMGUI_CHECKVERSION(); | ||
ImGui::CreateContext(); | ||
ImGuiIO & io = ImGui::GetIO(); | ||
(void) io; | ||
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls | ||
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls | ||
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ImGui::StyleColorsDark(); | ||
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// Setup Platform/Renderer backends | ||
ImGui_ImplSDL2_InitForOpenGL(*window, *gl_context); | ||
ImGui_ImplOpenGL3_Init(); | ||
} | ||
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void UiShutdown(SDL_GLContext * gl_context, SDL_Window ** window) | ||
{ | ||
ImGui_ImplOpenGL3_Shutdown(); | ||
ImGui_ImplSDL2_Shutdown(); | ||
ImGui::DestroyContext(); | ||
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SDL_GL_DeleteContext(*gl_context); | ||
SDL_DestroyWindow(*window); | ||
SDL_Quit(); | ||
} | ||
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void EventLoop(ImguiUi * ui) | ||
{ | ||
gUiRunning = true; | ||
SDL_GLContext gl_context; | ||
SDL_Window * window = nullptr; | ||
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UiInit(&gl_context, &window); | ||
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ImGuiIO & io = ImGui::GetIO(); | ||
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while (gUiRunning.load()) | ||
{ | ||
SDL_Event event; | ||
while (SDL_PollEvent(&event)) | ||
{ | ||
ImGui_ImplSDL2_ProcessEvent(&event); | ||
if ((event.type == SDL_QUIT) || | ||
(event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && | ||
event.window.windowID == SDL_GetWindowID(window))) | ||
{ | ||
gUiRunning = false; | ||
} | ||
} | ||
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ImGui_ImplOpenGL3_NewFrame(); | ||
ImGui_ImplSDL2_NewFrame(); | ||
ImGui::NewFrame(); | ||
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ui->UpdateState(); | ||
ui->Render(); | ||
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// rendering | ||
ImGui::Render(); | ||
glViewport(0, 0, (int) io.DisplaySize.x, (int) io.DisplaySize.y); | ||
glClearColor(0, 0, 0, 0); | ||
glClear(GL_COLOR_BUFFER_BIT); | ||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | ||
SDL_GL_SwapWindow(window); | ||
} | ||
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UiShutdown(&gl_context, &window); | ||
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ChipLogProgress(AppServer, "UI thread Stopped..."); | ||
} | ||
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} // namespace | ||
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void ImguiUi::RunMainLoop() | ||
{ | ||
// Guaranteed to be on the main task (no chip event loop started yet) | ||
ChipLoopLoadInitialState(); | ||
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// Platform event loop will be on a separate thread, | ||
// while the event UI loop will be on the main thread. | ||
chip::DeviceLayer::PlatformMgr().StartEventLoopTask(); | ||
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// SignalSafeStopMainLoop will stop this loop below | ||
// or the loop exits by itself when processing a SDL | ||
// exit (generally by clicking the window close icon). | ||
EventLoop(this); | ||
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// ensure shutdown events are generated (generally basic cluster | ||
// will send a shutdown event to subscribers). | ||
// | ||
// We attempt to wait for finish as the event will be sent sync. | ||
// Since the Main loop is stopped, there will be no MRP, however at least | ||
// one event is attempted to be sent. | ||
chip::DeviceLayer::PlatformMgr().ScheduleWork( | ||
[](intptr_t arg) { | ||
chip::DeviceLayer::PlatformMgr().HandleServerShuttingDown(); | ||
sem_t * semaphore = reinterpret_cast<sem_t *>(arg); | ||
sem_post(semaphore); // notify complete | ||
}, | ||
reinterpret_cast<intptr_t>(&mChipLoopWaitSemaphore)); | ||
sem_wait(&mChipLoopWaitSemaphore); | ||
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// Stop the chip main loop as well. This is expected to | ||
// wait for the task to finish. | ||
chip::DeviceLayer::PlatformMgr().StopEventLoopTask(); | ||
} | ||
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void ImguiUi::SignalSafeStopMainLoop() | ||
{ | ||
gUiRunning = false; | ||
} | ||
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void ImguiUi::ChipLoopStateUpdate() | ||
{ | ||
assertChipStackLockedByCurrentThread(); | ||
for (auto it = mWindows.begin(); it != mWindows.end(); it++) | ||
{ | ||
(*it)->UpdateState(); | ||
} | ||
} | ||
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void ImguiUi::ChipLoopLoadInitialState() | ||
{ | ||
assertChipStackLockedByCurrentThread(); | ||
for (auto it = mWindows.begin(); it != mWindows.end(); it++) | ||
{ | ||
(*it)->LoadInitialState(); | ||
} | ||
} | ||
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void ImguiUi::Render() | ||
{ | ||
for (auto it = mWindows.begin(); it != mWindows.end(); it++) | ||
{ | ||
(*it)->Render(); | ||
} | ||
} | ||
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void ImguiUi::ChipLoopUpdateCallback(intptr_t self) | ||
{ | ||
ImguiUi * _this = reinterpret_cast<ImguiUi *>(self); | ||
_this->ChipLoopStateUpdate(); | ||
sem_post(&_this->mChipLoopWaitSemaphore); // notify complete | ||
} | ||
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void ImguiUi::UpdateState() | ||
{ | ||
CHIP_ERROR err = chip::DeviceLayer::PlatformMgr().ScheduleWork(&ChipLoopUpdateCallback, reinterpret_cast<intptr_t>(this)); | ||
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if (err != CHIP_NO_ERROR) | ||
{ | ||
ChipLogError(AppServer, "Failed to schedule state update: %" CHIP_ERROR_FORMAT, err.Format()); | ||
return; | ||
} | ||
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// ensure update is done when exiting | ||
sem_wait(&mChipLoopWaitSemaphore); | ||
} | ||
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} // namespace Ui | ||
} // namespace example |
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/* | ||
* | ||
* Copyright (c) 2023 Project CHIP Authors | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
*/ | ||
#pragma once | ||
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#include <AppMain.h> | ||
#include <imgui_ui/windows/window.h> | ||
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#include <semaphore.h> | ||
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#include <list> | ||
#include <memory> | ||
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namespace example { | ||
namespace Ui { | ||
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/** | ||
* Supports showing a UI using ImGUI | ||
* | ||
* The UI supports several windows, such as QR codes or device control. | ||
*/ | ||
class ImguiUi : public AppMainLoopImplementation | ||
{ | ||
public: | ||
ImguiUi() { sem_init(&mChipLoopWaitSemaphore, 0 /* shared */, 0); } | ||
virtual ~ImguiUi() { sem_destroy(&mChipLoopWaitSemaphore); } | ||
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void AddWindow(std::unique_ptr<Window> window) { mWindows.push_back(std::move(window)); } | ||
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void UpdateState(); // runs a state update from ember/app | ||
void Render(); // render windows to screen | ||
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// AppMainLoopImplementation | ||
void RunMainLoop() override; | ||
void SignalSafeStopMainLoop() override; | ||
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private: | ||
// First initial state load | ||
void ChipLoopLoadInitialState(); | ||
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// Updates the window states. Run in the CHIP main loop (has access | ||
// to CHIP API calls) | ||
void ChipLoopStateUpdate(); | ||
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sem_t mChipLoopWaitSemaphore; | ||
std::list<std::unique_ptr<Window>> mWindows; | ||
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static void ChipLoopUpdateCallback(intptr_t self); | ||
}; | ||
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} // namespace Ui | ||
} // namespace example |
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# Copyright (c) 2023 Project CHIP Authors | ||
# | ||
# Licensed under the Apache License, Version 2.0 (the "License"); | ||
# you may not use this file except in compliance with the License. | ||
# You may obtain a copy of the License at | ||
# | ||
# http://www.apache.org/licenses/LICENSE-2.0 | ||
# | ||
# Unless required by applicable law or agreed to in writing, software | ||
# distributed under the License is distributed on an "AS IS" BASIS, | ||
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
# See the License for the specific language governing permissions and | ||
# limitations under the License. | ||
import("//build_overrides/chip.gni") | ||
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import("${chip_root}/build/chip/tools.gni") | ||
import("${chip_root}/third_party/imgui/imgui.gni") | ||
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source_set("windows") { | ||
sources = [ "window.h" ] | ||
} | ||
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static_library("qrcode") { | ||
sources = [ | ||
"qrcode.cpp", | ||
"qrcode.h", | ||
] | ||
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deps = [ | ||
":windows", | ||
"${chip_root}/examples/common/QRCode", | ||
"${chip_root}/examples/platform/linux:app-main", | ||
"${chip_root}/src/app/server", | ||
"${chip_root}/src/setup_payload", | ||
"${chip_root}/third_party/imgui", | ||
] | ||
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public_configs = | ||
[ "${chip_root}/examples/common/QRCode:qrcode-common_config" ] | ||
} | ||
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static_library("light") { | ||
sources = [ | ||
"light.cpp", | ||
"light.h", | ||
] | ||
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deps = [ | ||
":windows", | ||
"${chip_root}/src/app/common:cluster-objects", | ||
"${chip_root}/third_party/imgui", | ||
] | ||
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public_configs = [ "${chip_root}/src:includes" ] | ||
} |
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