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imgui_impl_btgui.cpp
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imgui_impl_btgui.cpp
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// ImGui BtGui binding with OpenGL based on Imgui Glfw binding.
#include "imgui_impl_btgui.h"
#define USE_OPENGL2
#include "OpenGLWindow/OpenGLInclude.h"
#ifdef _WIN32
#include "OpenGLWindow/Win32OpenGLWindow.h"
#elif defined __APPLE__
#include "OpenGLWindow/MacOpenGLWindow.h"
#else
// assume linux
#include "OpenGLWindow/X11OpenGLWindow.h"
#endif
#include <cstdio>
#define IMGUI_B3G_CONTROL (300)
#define IMGUI_B3G_SHIFT (301)
#define IMGUI_B3G_ALT (301)
// Data
static b3gDefaultOpenGLWindow* g_Window = NULL;
// static double g_Time = 0.0f;
static bool g_MousePressed[3] = {false, false, false};
static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to
// ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by
// (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplBtGui_RenderDrawLists(ImDrawData* draw_data) {
// Avoid rendering when minimized, scale coordinates for retina displays
// (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0) return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to
// read!
// Setup render state: alpha-blending enabled, no face culling, no depth
// testing, scissor enabled, vertex/texcoord/color pointers.
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_viewport[4];
glGetIntegerv(GL_VIEWPORT, last_viewport);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
// glUseProgram(0); // You may want this if using this code in an OpenGL 3+
// context
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t) & (((TYPE*)0)->ELEMENT))
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer =
(const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert),
(void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert),
(void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert),
(void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) {
pcmd->UserCallback(cmd_list, pcmd);
} else {
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w),
(int)(pcmd->ClipRect.z - pcmd->ClipRect.x),
(int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(
GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
idx_buffer);
}
idx_buffer += pcmd->ElemCount;
}
}
#undef OFFSETOF
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2],
(GLsizei)last_viewport[3]);
}
static const char* ImGui_ImplBtGui_GetClipboardText() {
// @todo
return NULL; // glfwGetClipboardString(g_Window);
}
static void ImGui_ImplBtGui_SetClipboardText(const char* text) {
(void)text;
// @todo
return;
// glfwSetClipboardString(g_Window, text);
}
void ImGui_ImplBtGui_SetMouseButtonState(int button, bool pressed) {
if (button >= 0 && button < 3) {
g_MousePressed[button] = pressed;
}
}
void ImGui_ImplBtGui_SetKeyState(int key, bool pressed) {
ImGuiIO& io = ImGui::GetIO();
// Remap keycode manually here.
if (key == B3G_RETURN) {
key = ImGuiKey_Enter;
} else if ((key == B3G_BACKSPACE) || (key == 8)) {
key = ImGuiKey_Backspace;
} else if (key == 9) {
key = ImGuiKey_Tab;
} else if (key == B3G_DELETE) {
key = ImGuiKey_Delete;
} else if (key == B3G_END) {
key = ImGuiKey_End;
} else if (key == B3G_HOME) {
key = ImGuiKey_Home;
} else if (key == B3G_LEFT_ARROW) {
key = ImGuiKey_LeftArrow;
} else if (key == B3G_RIGHT_ARROW) {
key = ImGuiKey_RightArrow;
} else if (key == B3G_UP_ARROW) {
key = ImGuiKey_UpArrow;
} else if (key == B3G_DOWN_ARROW) {
key = ImGuiKey_DownArrow;
} else if (key == B3G_ESCAPE) {
key = ImGuiKey_Escape;
} else if (key == B3G_CONTROL) {
key = IMGUI_B3G_CONTROL;
} else if (key == B3G_ALT) {
key = IMGUI_B3G_ALT;
} else if (key == B3G_SHIFT) {
key = IMGUI_B3G_SHIFT;
}
if (key >= 0 && key < 512) {
io.KeysDown[key] = pressed;
}
io.KeyCtrl = io.KeysDown[IMGUI_B3G_CONTROL];
io.KeyShift = io.KeysDown[IMGUI_B3G_SHIFT];
io.KeyAlt = io.KeysDown[IMGUI_B3G_ALT];
// io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] ||
// io.KeysDown[GLFW_KEY_RIGHT_SUPER]; // @todo
}
void ImGui_ImplBtGui_SetChar(int c) {
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c);
}
#if 0
void ImGui_ImplBtGui_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
#endif
bool ImGui_ImplBtGui_CreateDeviceObjects() {
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA,
GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void*)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplBtGui_InvalidateDeviceObjects() {
if (g_FontTexture) {
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_ImplBtGui_Init(b3gDefaultOpenGLWindow* window) {
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = ImGuiKey_Tab;
io.KeyMap[ImGuiKey_LeftArrow] = ImGuiKey_LeftArrow;
io.KeyMap[ImGuiKey_RightArrow] = ImGuiKey_RightArrow;
io.KeyMap[ImGuiKey_UpArrow] = ImGuiKey_UpArrow;
io.KeyMap[ImGuiKey_DownArrow] = ImGuiKey_DownArrow;
io.KeyMap[ImGuiKey_PageUp] = ImGuiKey_PageUp;
io.KeyMap[ImGuiKey_PageDown] = ImGuiKey_PageDown;
io.KeyMap[ImGuiKey_Home] = ImGuiKey_Home;
io.KeyMap[ImGuiKey_End] = ImGuiKey_End;
io.KeyMap[ImGuiKey_Delete] = ImGuiKey_Delete;
io.KeyMap[ImGuiKey_Backspace] = ImGuiKey_Backspace;
io.KeyMap[ImGuiKey_Enter] = ImGuiKey_Enter;
io.KeyMap[ImGuiKey_Escape] = ImGuiKey_Escape;
io.RenderDrawListsFn =
ImGui_ImplBtGui_RenderDrawLists; // Alternatively you can set this to
// NULL and call ImGui::GetDrawData()
// after ImGui::Render() to get the same
// ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplBtGui_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplBtGui_GetClipboardText;
#ifdef _WIN32
//io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
#if 0
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplBtGui_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplBtGui_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplBtGui_CharCallback);
}
#endif
return true;
}
void ImGui_ImplBtGui_Shutdown() {
ImGui_ImplBtGui_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplBtGui_NewFrame(int mouse_x, int mouse_y) {
if (!g_FontTexture) ImGui_ImplBtGui_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
assert(g_Window);
// glfwGetWindowSize(g_Window, &w, &h);
// glfwGetFramebufferSize(g_Window, &display_w, &display_h);
w = g_Window->getWidth();
h = g_Window->getHeight();
display_w = g_Window->getWidth(); // @todo { support retina scale. }
display_h = g_Window->getHeight();
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0,
h > 0 ? ((float)display_h / h) : 0);
// Setup time step
// double current_time = glfwGetTime();
io.DeltaTime = (float)(1.0f / 60.0f);
// g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks
// polled in glfwPollEvents())
// if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
//{
// double mouse_x, mouse_y;
// glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
// io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse
// position in screen coordinates (set to -1,-1 if no mouse / on another
// screen, etc.)
//}
// else
if (1) {
io.MousePos = ImVec2((float)mouse_x,
(float)mouse_y); // Mouse position in screen
// coordinates (set to -1,-1 if no
// mouse / on another screen, etc.)
} else {
io.MousePos = ImVec2(-1, -1);
}
// @todo
for (int i = 0; i < 3; i++) {
io.MouseDown[i] = g_MousePressed[i];
// g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
// glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ?
// GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}