tomato-testing/src/main_screen.cpp

457 lines
13 KiB
C++

#include "./main_screen.hpp"
#include <solanaceae/message3/nj/message_components_serializer.hpp>
#include "./fragment_store/register_mfs_json_tox_message_components.hpp"
#include "solanaceae/message3/message_serializer.hpp"
#include <solanaceae/contact/components.hpp>
#include <imgui/imgui.h>
#include <SDL3/SDL.h>
#include <memory>
#include <cmath>
MainScreen::MainScreen(SDL_Renderer* renderer_, std::string save_path, std::string save_password, std::vector<std::string> plugins) :
renderer(renderer_),
rmm(cr),
msnj{cr, {}, {}},
mts(rmm),
tc(save_path, save_password),
tpi(tc.getTox()),
ad(tc),
tcm(cr, tc, tc),
tmm(rmm, cr, tcm, tc, tc),
ttm(rmm, cr, tcm, tc, tc),
tffom(cr, rmm, tcm, tc, tc),
mmil(rmm),
tam(rmm, cr, conf),
sdlrtu(renderer_),
tal(cr),
contact_tc(tal, sdlrtu),
mil(),
msg_tc(mil, sdlrtu),
cg(conf, rmm, cr, sdlrtu, contact_tc, msg_tc),
sw(conf),
tuiu(tc, conf),
tdch(tpi)
{
tel.subscribeAll(tc);
registerMessageComponents(msnj);
registerMFSJsonToxMessageComponents(msnj);
conf.set("tox", "save_file_path", save_path);
{ // name stuff
auto name = tc.toxSelfGetName();
if (name.empty()) {
name = "tomato";
}
conf.set("tox", "name", name);
tc.setSelfName(name); // TODO: this is ugly
}
// TODO: remove
std::cout << "own address: " << tc.toxSelfGetAddressStr() << "\n";
{ // setup plugin instances
g_provideInstance<ObjectStore2>("ObjectStore2", "host", &os);
g_provideInstance<ConfigModelI>("ConfigModelI", "host", &conf);
g_provideInstance<Contact3Registry>("Contact3Registry", "1", "host", &cr);
g_provideInstance<RegistryMessageModel>("RegistryMessageModel", "host", &rmm);
g_provideInstance<MessageSerializerNJ>("MessageSerializerNJ", "host", &msnj);
g_provideInstance<ToxI>("ToxI", "host", &tc);
g_provideInstance<ToxPrivateI>("ToxPrivateI", "host", &tpi);
g_provideInstance<ToxEventProviderI>("ToxEventProviderI", "host", &tc);
g_provideInstance<ToxContactModel2>("ToxContactModel2", "host", &tcm);
// TODO: pm?
// graphics
g_provideInstance("ImGuiContext", ImGui::GetVersion(), "host", ImGui::GetCurrentContext());
g_provideInstance<TextureUploaderI>("TextureUploaderI", "host", &sdlrtu);
}
for (const auto& ppath : plugins) {
if (!pm.add(ppath)) {
std::cerr << "MS error: loading plugin '" << ppath << "' failed!\n";
// thow?
assert(false && "failed to load plugin");
}
}
conf.dump();
}
MainScreen::~MainScreen(void) {
}
bool MainScreen::handleEvent(SDL_Event& e) {
if (e.type == SDL_EVENT_DROP_FILE) {
std::cout << "DROP FILE: " << e.drop.data << "\n";
cg.sendFilePath(e.drop.data);
_render_interval = 1.f/60.f; // TODO: magic
_time_since_event = 0.f;
return true; // TODO: forward return succ from sendFilePath()
}
if (
e.type == SDL_EVENT_WINDOW_MINIMIZED ||
e.type == SDL_EVENT_WINDOW_HIDDEN ||
e.type == SDL_EVENT_WINDOW_OCCLUDED // does this trigger on partial occlusion?
) {
auto* window = SDL_GetWindowFromID(e.window.windowID);
auto* event_renderer = SDL_GetRenderer(window);
if (event_renderer != nullptr && event_renderer == renderer) {
// our window is now obstructed
if (_window_hidden_ts < e.window.timestamp) {
_window_hidden_ts = e.window.timestamp;
_window_hidden = true;
//std::cout << "TOMAT: window hidden " << e.window.timestamp << "\n";
}
}
return true; // forward?
}
if (
e.type == SDL_EVENT_WINDOW_SHOWN ||
e.type == SDL_EVENT_WINDOW_RESTORED ||
e.type == SDL_EVENT_WINDOW_EXPOSED
) {
auto* window = SDL_GetWindowFromID(e.window.windowID);
auto* event_renderer = SDL_GetRenderer(window);
if (event_renderer != nullptr && event_renderer == renderer) {
if (_window_hidden_ts <= e.window.timestamp) {
_window_hidden_ts = e.window.timestamp;
if (_window_hidden) {
// if window was previously hidden, we shorten the wait for the next frame
_render_interval = 1.f/60.f;
}
_window_hidden = false;
//std::cout << "TOMAT: window shown " << e.window.timestamp << "\n";
}
}
_render_interval = 1.f/60.f; // TODO: magic
_time_since_event = 0.f;
return true; // forward?
}
if (
_fps_perf_mode <= 1 && (
// those are all the events imgui polls
e.type == SDL_EVENT_MOUSE_MOTION ||
e.type == SDL_EVENT_MOUSE_WHEEL ||
e.type == SDL_EVENT_MOUSE_BUTTON_DOWN ||
e.type == SDL_EVENT_MOUSE_BUTTON_UP ||
e.type == SDL_EVENT_TEXT_INPUT ||
e.type == SDL_EVENT_KEY_DOWN ||
e.type == SDL_EVENT_KEY_UP ||
e.type == SDL_EVENT_WINDOW_MOUSE_ENTER ||
e.type == SDL_EVENT_WINDOW_MOUSE_LEAVE ||
e.type == SDL_EVENT_WINDOW_FOCUS_GAINED ||
e.type == SDL_EVENT_WINDOW_FOCUS_LOST
)
) {
_render_interval = 1.f/60.f; // TODO: magic
_time_since_event = 0.f;
}
return false;
}
Screen* MainScreen::render(float time_delta, bool&) {
// HACK: render the tomato main window first, with proper flags set.
// flags need to be set the first time begin() is called.
// and plugins are run before the main cg is run.
{
// TODO: maybe render cg earlier? or move the main window out of cg?
constexpr auto bg_window_flags =
ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_MenuBar |
ImGuiWindowFlags_NoBringToFrontOnFocus;
ImGui::Begin("tomato", nullptr, bg_window_flags);
ImGui::End();
}
const float pm_interval = pm.render(time_delta); // render
// TODO: move this somewhere else!!!
// needs both tal and tc <.<
if (!cr.storage<Contact::Components::TagAvatarInvalidate>().empty()) { // handle force-reloads for avatars
std::vector<Contact3> to_purge;
cr.view<Contact::Components::TagAvatarInvalidate>().each([&to_purge](const Contact3 c) {
to_purge.push_back(c);
});
cr.remove<Contact::Components::TagAvatarInvalidate>(to_purge.cbegin(), to_purge.cend());
contact_tc.invalidate(to_purge);
}
// ACTUALLY NOT IF RENDERED, MOVED LOGIC TO ABOVE
// it might unload textures, so it needs to be done before rendering
const float ctc_interval = contact_tc.update();
const float msgtc_interval = msg_tc.update();
const float cg_interval = cg.render(time_delta); // render
sw.render(); // render
tuiu.render(); // render
tdch.render(); // render
{ // main window menubar injection
if (ImGui::Begin("tomato")) {
if (ImGui::BeginMenuBar()) {
// ImGui::Separator(); // why do we not need this????
if (ImGui::BeginMenu("Performance")) {
{ // fps
const auto targets = "normal\0reduced\0powersave\0";
ImGui::SetNextItemWidth(ImGui::GetFontSize()*10);
ImGui::Combo("fps mode", &_fps_perf_mode, targets, 4);
}
{ // compute
const auto targets = "normal\0powersave\0extreme powersave\0";
ImGui::SetNextItemWidth(ImGui::GetFontSize()*10);
ImGui::Combo("compute mode", &_compute_perf_mode, targets, 4);
ImGui::SetItemTooltip("Limiting compute can slow down things like filetransfers!");
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Settings")) {
ImGui::SeparatorText("ImGui");
if (ImGui::MenuItem("Style Editor")) {
_show_tool_style_editor = true;
}
if (ImGui::MenuItem("Metrics")) {
_show_tool_metrics = true;
}
if (ImGui::MenuItem("Debug Log")) {
_show_tool_debug_log = true;
}
if (ImGui::MenuItem("ID Stack Tool")) {
_show_tool_id_stack = true;
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
}
ImGui::End();
}
if (_show_tool_style_editor) {
if (ImGui::Begin("Dear ImGui Style Editor", &_show_tool_style_editor)) {
ImGui::ShowStyleEditor();
}
ImGui::End();
}
if (_show_tool_metrics) {
ImGui::ShowMetricsWindow(&_show_tool_metrics);
}
if (_show_tool_debug_log) {
ImGui::ShowDebugLogWindow(&_show_tool_debug_log);
}
if (_show_tool_id_stack) {
ImGui::ShowIDStackToolWindow(&_show_tool_id_stack);
}
if constexpr (false) {
ImGui::ShowDemoWindow();
}
float tc_unfinished_queue_interval;
{ // load rendered but not loaded textures
bool unfinished_work_queue = contact_tc.workLoadQueue();
unfinished_work_queue = unfinished_work_queue || msg_tc.workLoadQueue();
if (unfinished_work_queue) {
tc_unfinished_queue_interval = 0.1f; // so we can get images loaded faster
} else {
tc_unfinished_queue_interval = 1.f; // TODO: higher min fps?
}
}
// calculate interval for next frame
// normal:
// - if < 1.5sec since last event
// - min all and clamp(1/60, 1/1)
// - if < 30sec since last event
// - min all (anim + everything else) clamp(1/60, 1/1) (maybe less?)
// - else
// - min without anim and clamp(1/60, 1/1) (maybe more?)
// reduced:
// - if < 1sec since last event
// - min all and clamp(1/60, 1/1)
// - if < 10sec since last event
// - min all (anim + everything else) clamp(1/10, 1/1)
// - else
// - min without anim and max clamp(1/10, 1/1)
// powersave:
// - if < 0sec since last event
// - (ignored)
// - if < 1sec since last event
// - min all (anim + everything else) clamp(1/8, 1/1)
// - else
// - min without anim and clamp(1/1, 1/1)
struct PerfProfileRender {
float low_delay_window {1.5f};
float low_delay_min {1.f/60.f};
float low_delay_max {1.f/60.f};
float mid_delay_window {30.f};
float mid_delay_min {1.f/60.f};
float mid_delay_max {1.f/2.f};
// also when main window hidden
float else_delay_min {1.f/60.f};
float else_delay_max {1.f/2.f};
};
const static PerfProfileRender normalPerfProfile{
//1.5f, // low_delay_window
//1.f/60.f, // low_delay_min
//1.f/60.f, // low_delay_max
//30.f, // mid_delay_window
//1.f/60.f, // mid_delay_min
//1.f/2.f, // mid_delay_max
//1.f/60.f, // else_delay_min
//1.f/2.f, // else_delay_max
};
const static PerfProfileRender reducedPerfProfile{
1.f, // low_delay_window
1.f/60.f, // low_delay_min
1.f/30.f, // low_delay_max
10.f, // mid_delay_window
1.f/10.f, // mid_delay_min
1.f/4.f, // mid_delay_max
1.f/10.f, // else_delay_min
1.f, // else_delay_max
};
// TODO: fix powersave by adjusting it in the events handler (make ppr member)
const static PerfProfileRender powersavePerfProfile{
// no window -> ignore first case
0.f, // low_delay_window
1.f, // low_delay_min
1.f, // low_delay_max
1.f, // mid_delay_window
1.f/8.f, // mid_delay_min
1.f/4.f, // mid_delay_max
1.f, // else_delay_min
1.f, // else_delay_max
};
const PerfProfileRender& curr_profile =
// TODO: magic
_fps_perf_mode > 1
? powersavePerfProfile
: (
_fps_perf_mode == 1
? reducedPerfProfile
: normalPerfProfile
)
;
// min over non animations in all cases
_render_interval = std::min<float>(pm_interval, cg_interval);
_render_interval = std::min<float>(_render_interval, tc_unfinished_queue_interval);
// low delay time window
if (!_window_hidden && _time_since_event < curr_profile.low_delay_window) {
_render_interval = std::min<float>(_render_interval, ctc_interval);
_render_interval = std::min<float>(_render_interval, msgtc_interval);
_render_interval = std::clamp(
_render_interval,
curr_profile.low_delay_min,
curr_profile.low_delay_max
);
// mid delay time window
} else if (!_window_hidden && _time_since_event < curr_profile.mid_delay_window) {
_render_interval = std::min<float>(_render_interval, ctc_interval);
_render_interval = std::min<float>(_render_interval, msgtc_interval);
_render_interval = std::clamp(
_render_interval,
curr_profile.mid_delay_min,
curr_profile.mid_delay_max
);
// timed out or window hidden
} else {
// no animation timing here
_render_interval = std::clamp(
_render_interval,
curr_profile.else_delay_min,
curr_profile.else_delay_max
);
}
_time_since_event += time_delta;
return nullptr;
}
Screen* MainScreen::tick(float time_delta, bool& quit) {
quit = !tc.iterate(time_delta); // compute
tcm.iterate(time_delta); // compute
const float fo_interval = tffom.tick(time_delta);
tam.iterate(); // compute
const float pm_interval = pm.tick(time_delta); // compute
tdch.tick(time_delta); // compute
mts.iterate(); // compute (after mfs)
_min_tick_interval = std::min<float>(
// HACK: pow by 1.6 to increase 50 -> ~500 (~522)
// and it does not change 1
std::pow(tc.toxIterationInterval(), 1.6f)/1000.f,
pm_interval
);
_min_tick_interval = std::min<float>(
_min_tick_interval,
fo_interval
);
//std::cout << "MS: min tick interval: " << _min_tick_interval << "\n";
switch (_compute_perf_mode) {
// normal 1ms lower bound
case 0: _min_tick_interval = std::max<float>(_min_tick_interval, 0.001f); break;
// in powersave fix the lowerbound to 100ms
case 1: _min_tick_interval = std::max<float>(_min_tick_interval, 0.1f); break;
// extreme 2s
case 2: _min_tick_interval = std::max<float>(_min_tick_interval, 2.f); break;
default: std::cerr << "unknown compute perf mode\n"; std::exit(-1);
}
return nullptr;
}