zua/src/zua.nim

152 lines
4.0 KiB
Nim
Raw Normal View History

2021-12-04 12:58:35 +00:00
# SPDX-FileCopyrightText: ☭ 2021 Emery Hemingway
# SPDX-License-Identifier: Unlicense
import std/[asyncdispatch, hashes, os, strutils, tables, xmlparser, xmltree]
import preserves, preserves/parse
import syndicate,
syndicate/[actors, capabilities, dataspaces, patterns, relay],
syndicate/protocols/[simpleChatProtocol]
import nimsvg
import pixie, pixie/fileformats/svg
import math, sdl2, sdl2/gfx
import ./zua/protocol
const
rmask = uint32 0x000000ff
gmask = uint32 0x0000ff00
bmask = uint32 0x00ff0000
amask = uint32 0xff000000
type
Pane = ref object
svg: string
image: Image
type
App = ref object
screen: Image
# ctx: Context
window: WindowPtr
renderer: RendererPtr
surface: SurfacePtr
texture: TexturePtr
panes: Table[Hash, Pane]
proc newPane(svg: string): Pane =
Pane(svg: svg)
proc newApp(width, height: int): App =
new result
discard createWindowAndRenderer(
cint width, cint height,
SDL_WINDOW_RESIZABLE,
result.window, result.renderer)
proc equalDimensions(a, b: Image): bool =
a.width == b.width and a.height == b.height
proc update(app: App; pane: Pane) =
try:
assert(not app.screen.isNil)
pane.image = decodeSvg(pane.svg) # , app.screen.width, app.screen.height)
# TODO: determine the width and height from zoom level
draw(app.screen, pane.image)
except Exception as e:
stderr.writeLine "Failed to render SVG, ", e.msg
proc update(app: App) =
let (w, h) = app.window.getSize
if app.screen.isNil or app.screen.width != w or app.screen.height != h:
app.screen = newImage(w, h)
app.screen.fill(rgba(255, 255, 255, 255))
for pane in app.panes.values:
app.update(pane)
var dataPtr = app.screen.data[0].addr
var mainSurface = createRGBSurfaceFrom(
dataPtr, cint w, cint h, cint 32, cint 4*w,
rmask, gmask, bmask, amask)
var mainTexture = app.renderer.createTextureFromSurface(mainSurface)
destroy(mainSurface)
app.renderer.clear()
app.renderer.copy(mainTexture, nil, nil)
destroy(mainTexture)
app.renderer.present()
discard sdl2.init(INIT_TIMER or INIT_VIDEO or INIT_EVENTS)
const svgTextSimple = """
<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg width="10cm" height="3cm" viewBox="0 0 1000 300"
xmlns="http://www.w3.org/2000/svg" version="1.1">
<desc>Example text01 - 'Hello, out there' in blue</desc>
<text x="250" y="150"
font-family="Verdana" font-size="55" fill="blue" >
Hello, out there
</text>
<!-- Show outline of canvas using 'rect' element -->
<rect x="1" y="1" width="998" height="298"
fill="none" stroke="blue" stroke-width="2" />
</svg>
"""
proc main() =
let app = newApp(1024, 768)
app.update()
let cap = mint()
asyncCheck runActor("chat") do (turn: var Turn):
connectUnix(turn, "/run/syndicate/ds", cap) do (turn: var Turn; a: Assertion) -> TurnAction:
let ds = unembed a
onPublish(turn, ds, protocol.Pane ? {0: `?*`()}) do (svg: string):
echo "an SVG was published"
onRetract:
echo "an SVG was retracted"
app.panes.del(hash svg)
app.update()
# TODO: keep dead panes around until they are cleaned up.
# If something crashes then the last state should be visable.
var pane = app.panes.getOrDefault(hash svg)
if pane.isNil:
pane = newPane(svg)
app.panes[hash svg] = pane
else:
pane.svg = svg
app.update(pane)
app.update() # TODO: wait til end of turn
var
svgHandle: Handle
groups: Table[Hash, Nodes]
const
sdlTimeout = 500
asyncPollTimeout = 500
var evt = sdl2.defaultEvent
asyncdispatch.poll(0)
while true:
# TODO asyncdispatch.poll(0) or make an SDL event thread
if not waitEventTimeout(evt, sdlTimeout):
asyncdispatch.poll(0)
else:
case evt.kind
of QuitEvent:
quit(0)
of WindowEvent:
if evt.window.event == WindowEvent_Resized:
app.update()
else: discard
main()