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Import sources and cleanup
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lethal-guitar committed Jan 15, 2021
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3 changes: 3 additions & 0 deletions .gitmodules
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[submodule "3rd_party/imgui"]
path = 3rd_party/imgui
url = https://github.com/ocornut/imgui
1 change: 1 addition & 0 deletions 3rd_party/imgui
Submodule imgui added at 626e3e
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2021 Nikolai Wuttke

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
34 changes: 34 additions & 0 deletions Makefile
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EXE = text_viewer
IMGUI_DIR = 3rd_party/imgui
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))

CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
CXXFLAGS += `sdl2-config --cflags`
LIBS = -lGLESv2 -ldl `sdl2-config --libs`

##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------

%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

all: $(EXE)
@echo Build complete

$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)

clean:
rm -f $(EXE) $(OBJS)
41 changes: 41 additions & 0 deletions README.md
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# TvTextViewer
This is a small utility for showing text files in a full-screen window with gamepad controls.
It's meant for showing log files, instructions, error messages etc. on devices like TV boxes or gaming handhelds
which typically don't have a keyboard/mouse.

Using OpenGL ES 2.0, SDL, and the excellent [Dear ImGui library](https://github.com/ocornut/imgui).
Target platform is Linux only for now.

## Building

First, install SDL2 if you haven't already. It's available in the package managers of most Linux distros.
On Ubuntu/Debian/Mint etc. you can grab it by running `sudo apt-get install libsdl2-dev`, for example.

Next, you need an OpenGL ES 2.0 implementation (`libGLESv2.so`).
If your system doesn't come with one out of the box,
you can use the Mesa GLES library: `sudo apt-get install libgles2-mesa-dev`.

For all remaining dependencies, this project uses git submodules.
Before you can build, these submodules need to be initialized.
You can either use `git clone --recursive` when cloning the repo, or run:

```bash
git submodule update --init --recursive
```

Once everything is installed and submodules are initialized,
you can build using the supplied `Makefile` by running `make` in the repository root.

## Usage

Basic usage is:

```bash
text_viewer <file>
```

With `<file>` being a text file you'd like to show.

While running, you can scroll up and down using the analog sticks.
Holding LB while scrolling scrolls faster, RB makes it slower.
Press button B to quit.
153 changes: 153 additions & 0 deletions main.cpp
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/**
Copyright (c) 2021 Nikolai Wuttke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/

#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"

#include <SDL.h>
#include <GLES2/gl2.h>

#include <stdio.h>
#include <fstream>

int main(int argc, char** argv)
{
if (argc <= 1)
{
printf("No input given\n");
return 0;
}

if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode(0, &displayMode);

SDL_Window* window = SDL_CreateWindow(
"Log Viewer",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
displayMode.w,
displayMode.h,
SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);

SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync

// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;

// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();

// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(nullptr);

const char* inputFilename = argv[1];

std::string inputText;

{
std::ifstream file(inputFilename, std::ios::ate);
const size_t fileSize = file.tellg();
file.seekg(0);
inputText.resize(fileSize);
file.read(&inputText[0], fileSize);
}

// Main loop
bool running = true;
while (running)
{
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)) ||
(event.type == SDL_CONTROLLERBUTTONDOWN &&
event.cbutton.button == SDL_CONTROLLER_BUTTON_B)
) {
running = false;
}
}

// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();

// Draw single window with scrollable text
const ImVec2 windowSize = io.DisplaySize;
ImGui::SetNextWindowSize(windowSize);
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::Begin(
inputFilename,
&running,
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);

ImGui::TextUnformatted(inputText.c_str());

ImGui::End();

// Rendering
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
}

// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();

SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();

return 0;
}

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