skia2/tools/sk_app/CommandSet.h

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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef CommandSet_DEFINED
#define CommandSet_DEFINED
#include "include/core/SkString.h"
[bazel] Use toolchain features to opt files into being IWYU compliant. PS1 regenerates the Bazel files. It is recommended to review this CL with a diff from PS1. Example output when a file does not pass the test: tools/sk_app/CommandSet.h should add these lines: #include "include/core/SkTypes.h" #include "include/private/SkTArray.h" #include "tools/skui/InputState.h" #include "tools/skui/Key.h" #include "tools/skui/ModifierKey.h" namespace sk_app { class Window; } tools/sk_app/CommandSet.h should remove these lines: - #include "tools/sk_app/Window.h" The full include-list for tools/sk_app/CommandSet.h: #include "include/core/SkString.h" #include "include/core/SkTypes.h" #include "include/private/SkTArray.h" #include "tools/skui/InputState.h" #include "tools/skui/Key.h" #include "tools/skui/ModifierKey.h" #include <functional> #include <vector> class SkCanvas; namespace sk_app { class Window; } --- This makes use of Bazel's toolchain features https://bazel.build/docs/cc-toolchain-config-reference#features to allow us to configure compiler flags when compiling individual files. This analysis is off by default, and can be turned on with --features skia_enforce_iwyu. When enabled, it will only be run for files that have opted in. Example: bazelisk build //example:hello_world_gl --config=clang \ --sandbox_base=/dev/shm --features skia_enforce_iwyu There are two ways to opt files in: - Add enforce_iwyu = True to a generated_cc_atom rule - Add enforce_iwyu_on_package() to a BUILD.bazel file (which enforces IWYU for all rules in that file) Note that Bazel does not propagate features to dependencies or dependents, so trying to enable the feature on cc_library or cc_executable targets will only impact any files listed in srcs or hdrs, not deps. This may be counter-intuitive when compared to things like defines. IWYU supports a mapping file, which we supply to help properly handle things system headers (//toolchain/IWYU_mapping.imp) Suggested Review Order: - toolchain/build_toolchain.bzl to see how we get the IWYU binaries into the toolchain - toolchain/BUILD.bazel and toolchain/IWYU_mapping.imp to see how the mapping file is made available for all compile steps - toolchain/clang_toolchain_config.bzl, where we define the skia_enforce_iwyu feature to turn on any verification at all and skia_opt_file_into_iwyu to enable the check for specific files using a define. - toolchain/clang_trampoline.sh, which is the toolchain is configured to call instead of clang directly (see line 83 of clang_toolchain_config.bzl). This bash script used to just forward all arguments directly onto clang. Now it inspects them and either calls clang directly (if it does not find the define in the arguments or we are linking [bazel sometimes links with clang instead of ld]) or calls clang and then include-what-you-use. In all cases, the trampoline sends the arguments to clang and IWYU unchanged). - //tools/sk_app/... to see enforcement enabled (and fixed) for select files, as an example of that method. - //experimental/bazel_test/... to see enforcement enabled for all rules in a BUILD.bazel file. - all other files. Change-Id: I60a2ea9d5dc9955b6a8f166bd449de9e2b81a233 Bug: skia:13052 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/519776 Reviewed-by: Ben Wagner <bungeman@google.com> Reviewed-by: Leandro Lovisolo <lovisolo@google.com> Commit-Queue: Kevin Lubick <kjlubick@google.com>
2022-03-16 12:33:44 +00:00
#include "include/core/SkTypes.h"
#include "include/private/SkTArray.h"
#include "tools/skui/InputState.h"
#include "tools/skui/Key.h"
#include "tools/skui/ModifierKey.h"
#include <functional>
#include <vector>
class SkCanvas;
namespace sk_app {
[bazel] Use toolchain features to opt files into being IWYU compliant. PS1 regenerates the Bazel files. It is recommended to review this CL with a diff from PS1. Example output when a file does not pass the test: tools/sk_app/CommandSet.h should add these lines: #include "include/core/SkTypes.h" #include "include/private/SkTArray.h" #include "tools/skui/InputState.h" #include "tools/skui/Key.h" #include "tools/skui/ModifierKey.h" namespace sk_app { class Window; } tools/sk_app/CommandSet.h should remove these lines: - #include "tools/sk_app/Window.h" The full include-list for tools/sk_app/CommandSet.h: #include "include/core/SkString.h" #include "include/core/SkTypes.h" #include "include/private/SkTArray.h" #include "tools/skui/InputState.h" #include "tools/skui/Key.h" #include "tools/skui/ModifierKey.h" #include <functional> #include <vector> class SkCanvas; namespace sk_app { class Window; } --- This makes use of Bazel's toolchain features https://bazel.build/docs/cc-toolchain-config-reference#features to allow us to configure compiler flags when compiling individual files. This analysis is off by default, and can be turned on with --features skia_enforce_iwyu. When enabled, it will only be run for files that have opted in. Example: bazelisk build //example:hello_world_gl --config=clang \ --sandbox_base=/dev/shm --features skia_enforce_iwyu There are two ways to opt files in: - Add enforce_iwyu = True to a generated_cc_atom rule - Add enforce_iwyu_on_package() to a BUILD.bazel file (which enforces IWYU for all rules in that file) Note that Bazel does not propagate features to dependencies or dependents, so trying to enable the feature on cc_library or cc_executable targets will only impact any files listed in srcs or hdrs, not deps. This may be counter-intuitive when compared to things like defines. IWYU supports a mapping file, which we supply to help properly handle things system headers (//toolchain/IWYU_mapping.imp) Suggested Review Order: - toolchain/build_toolchain.bzl to see how we get the IWYU binaries into the toolchain - toolchain/BUILD.bazel and toolchain/IWYU_mapping.imp to see how the mapping file is made available for all compile steps - toolchain/clang_toolchain_config.bzl, where we define the skia_enforce_iwyu feature to turn on any verification at all and skia_opt_file_into_iwyu to enable the check for specific files using a define. - toolchain/clang_trampoline.sh, which is the toolchain is configured to call instead of clang directly (see line 83 of clang_toolchain_config.bzl). This bash script used to just forward all arguments directly onto clang. Now it inspects them and either calls clang directly (if it does not find the define in the arguments or we are linking [bazel sometimes links with clang instead of ld]) or calls clang and then include-what-you-use. In all cases, the trampoline sends the arguments to clang and IWYU unchanged). - //tools/sk_app/... to see enforcement enabled (and fixed) for select files, as an example of that method. - //experimental/bazel_test/... to see enforcement enabled for all rules in a BUILD.bazel file. - all other files. Change-Id: I60a2ea9d5dc9955b6a8f166bd449de9e2b81a233 Bug: skia:13052 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/519776 Reviewed-by: Ben Wagner <bungeman@google.com> Reviewed-by: Leandro Lovisolo <lovisolo@google.com> Commit-Queue: Kevin Lubick <kjlubick@google.com>
2022-03-16 12:33:44 +00:00
class Window;
/**
* Helper class used by applications that want to hook keypresses to trigger events.
*
* An app can simply store an instance of CommandSet and then use it as follows:
Integrate the ImGui library with viewer Code and docs are at: https://github.com/ocornut/imgui ImGui is an open source immediate mode GUI library that's lightweight and fairly simply to integrate. Widget functions return their state, and the library emits vertex and index data to render everything. It's got a huge set of built-in widgets and really robust layout control. For the initial integration, I had to fix up event handling in the viewer's app framework (to get mouse wheel and more keys, etc...). The new viewer 'Debug' window is toggled with the space bar. For this change, I've added one feature to that window: the slide picker. It's got a list of all slides, with filtering support, and the ability to click to switch slides. I also included the ImGui 'Demo' window (toggled with 'g'). This is nicely laid out, and includes examples of pretty much everything the library can do. It also serves as good documentation - find something that looks like what you want, and then go look at the corresponding code (all of it is in imgui_demo.cpp). I have other CLs with other features (like directly editing the primaries of the working color space), but I wanted to land this chunk first, then start adding more features. Other than adding new debugging features, there are few more outstanding work items: 1) Raster doesn't render the GUI correctly, due to non- invertible pos -> UV matrices. Florin is working on that. 2) Touch inputs aren't being routed yet, so the GUI isn't usable on Android yet. Might also be tough to work with, given the size. 3) ImGui has clipboard integration (that's why it wants the C, X, and V keys), but we need to wire it up to the OS' clipboard functions. 4) Draw commands can carry a void* payload to support drawing images (using whatever mechanism the engine has). I'd like to set that up (probably using SkImage*), which makes it really easy to add visualization of off-screen images in GMs, etc... BUG=skia: Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1 Reviewed-on: https://skia-review.googlesource.com/7702 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
* 1) Attach to the Window at initialization time.
* 2) Register commands to be executed for characters or keys. Each command needs a Group and a
* description (both just strings). Commands attached to Keys (rather than characters) also need
* a displayable name for the Key. Finally, a function to execute when the key or character is
* pressed must be supplied. The easiest option to is pass in a lambda that captures [this]
* (your application object), and performs whatever action is desired.
Integrate the ImGui library with viewer Code and docs are at: https://github.com/ocornut/imgui ImGui is an open source immediate mode GUI library that's lightweight and fairly simply to integrate. Widget functions return their state, and the library emits vertex and index data to render everything. It's got a huge set of built-in widgets and really robust layout control. For the initial integration, I had to fix up event handling in the viewer's app framework (to get mouse wheel and more keys, etc...). The new viewer 'Debug' window is toggled with the space bar. For this change, I've added one feature to that window: the slide picker. It's got a list of all slides, with filtering support, and the ability to click to switch slides. I also included the ImGui 'Demo' window (toggled with 'g'). This is nicely laid out, and includes examples of pretty much everything the library can do. It also serves as good documentation - find something that looks like what you want, and then go look at the corresponding code (all of it is in imgui_demo.cpp). I have other CLs with other features (like directly editing the primaries of the working color space), but I wanted to land this chunk first, then start adding more features. Other than adding new debugging features, there are few more outstanding work items: 1) Raster doesn't render the GUI correctly, due to non- invertible pos -> UV matrices. Florin is working on that. 2) Touch inputs aren't being routed yet, so the GUI isn't usable on Android yet. Might also be tough to work with, given the size. 3) ImGui has clipboard integration (that's why it wants the C, X, and V keys), but we need to wire it up to the OS' clipboard functions. 4) Draw commands can carry a void* payload to support drawing images (using whatever mechanism the engine has). I'd like to set that up (probably using SkImage*), which makes it really easy to add visualization of off-screen images in GMs, etc... BUG=skia: Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1 Reviewed-on: https://skia-review.googlesource.com/7702 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
* 3) Register key and char handlers with the Window, and - depending on your state - forward those
* events to the CommandSet's onKey, onChar, and onSoftKey.
* 4) At the end of your onPaint, call drawHelp, and pass in the application's canvas.
* The CommandSet always binds 'h' to cycle through two different help screens. The first shows
* all commands, organized by Group (with headings for each Group). The second shows all commands
* alphabetically by key/character.
*/
class CommandSet {
public:
CommandSet();
void attach(Window* window);
bool onKey(skui::Key key, skui::InputState state, skui::ModifierKey modifiers);
bool onChar(SkUnichar, skui::ModifierKey modifiers);
bool onSoftkey(const SkString& softkey);
void addCommand(SkUnichar c, const char* group, const char* description,
std::function<void(void)> function);
void addCommand(skui::Key k, const char* keyName, const char* group, const char* description,
std::function<void(void)> function);
void drawHelp(SkCanvas* canvas);
std::vector<SkString> getCommandsAsSoftkeys() const;
private:
struct Command {
enum CommandType {
kChar_CommandType,
kKey_CommandType,
};
Command(SkUnichar c, const char* group, const char* description,
std::function<void(void)> function)
: fType(kChar_CommandType)
, fChar(c)
Integrate the ImGui library with viewer Code and docs are at: https://github.com/ocornut/imgui ImGui is an open source immediate mode GUI library that's lightweight and fairly simply to integrate. Widget functions return their state, and the library emits vertex and index data to render everything. It's got a huge set of built-in widgets and really robust layout control. For the initial integration, I had to fix up event handling in the viewer's app framework (to get mouse wheel and more keys, etc...). The new viewer 'Debug' window is toggled with the space bar. For this change, I've added one feature to that window: the slide picker. It's got a list of all slides, with filtering support, and the ability to click to switch slides. I also included the ImGui 'Demo' window (toggled with 'g'). This is nicely laid out, and includes examples of pretty much everything the library can do. It also serves as good documentation - find something that looks like what you want, and then go look at the corresponding code (all of it is in imgui_demo.cpp). I have other CLs with other features (like directly editing the primaries of the working color space), but I wanted to land this chunk first, then start adding more features. Other than adding new debugging features, there are few more outstanding work items: 1) Raster doesn't render the GUI correctly, due to non- invertible pos -> UV matrices. Florin is working on that. 2) Touch inputs aren't being routed yet, so the GUI isn't usable on Android yet. Might also be tough to work with, given the size. 3) ImGui has clipboard integration (that's why it wants the C, X, and V keys), but we need to wire it up to the OS' clipboard functions. 4) Draw commands can carry a void* payload to support drawing images (using whatever mechanism the engine has). I'd like to set that up (probably using SkImage*), which makes it really easy to add visualization of off-screen images in GMs, etc... BUG=skia: Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1 Reviewed-on: https://skia-review.googlesource.com/7702 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
, fKeyName(' ' == c ? SkString("Space") : SkStringPrintf("%c", c))
, fGroup(group)
, fDescription(description)
, fFunction(function) {}
Command(skui::Key k, const char* keyName, const char* group, const char* description,
std::function<void(void)> function)
: fType(kKey_CommandType)
, fKey(k)
, fKeyName(keyName)
, fGroup(group)
, fDescription(description)
, fFunction(function) {}
CommandType fType;
// For kChar_CommandType
SkUnichar fChar;
// For kKey_CommandType
skui::Key fKey;
// Common to all command types
SkString fKeyName;
SkString fGroup;
SkString fDescription;
std::function<void(void)> fFunction;
SkString getSoftkeyString() const {
return SkStringPrintf("%s (%s)", fKeyName.c_str(), fDescription.c_str());
}
};
static bool compareCommandKey(const Command& first, const Command& second);
static bool compareCommandGroup(const Command& first, const Command& second);
enum HelpMode {
kNone_HelpMode,
kGrouped_HelpMode,
kAlphabetical_HelpMode,
};
Window* fWindow;
SkTArray<Command> fCommands;
HelpMode fHelpMode;
};
} // namespace sk_app
#endif