#include "imgui.h" #include "imgui_impl_sdl.h" 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; void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) { 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); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 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); 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(); #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 ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)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 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]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } static const char* ImGui_ImplSdl_GetClipboardText(void*) { return SDL_GetClipboardText(); } static void ImGui_ImplSdl_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); switch (event->type) { case SDL_MOUSEWHEEL: { if (!io.WantCaptureMouse) return false; if (event->wheel.y > 0) g_MouseWheel = 1; if (event->wheel.y < 0) g_MouseWheel = -1; return true; } case SDL_MOUSEBUTTONDOWN: { if (!io.WantCaptureMouse) return false; if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { if (!io.WantCaptureKeyboard) return false; io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { if (!io.WantCaptureKeyboard) return false; int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); return true; } } return false; } bool ImGui_ImplSdl_CreateDeviceObjects() { ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); 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); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels); io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplSdl_InvalidateDeviceObjects() { if (g_FontTexture) { glDeleteTextures(1, &g_FontTexture); ImGui::GetIO().Fonts->TexID = 0; g_FontTexture = 0; } } bool ImGui_ImplSdl_Init(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; io.KeyMap[ImGuiKey_A] = SDLK_a; io.KeyMap[ImGuiKey_C] = SDLK_c; io.KeyMap[ImGuiKey_V] = SDLK_v; io.KeyMap[ImGuiKey_X] = SDLK_x; io.KeyMap[ImGuiKey_Y] = SDLK_y; io.KeyMap[ImGuiKey_Z] = SDLK_z; io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; io.ClipboardUserData = NULL; (void)window; return true; } void ImGui_ImplSdl_Shutdown() { ImGui_ImplSdl_InvalidateDeviceObjects(); ImGui::Shutdown(); } void ImGui_ImplSdl_NewFrame(SDL_Window *window) { if (!g_FontTexture) ImGui_ImplSdl_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); int w, h, display_w, display_h; SDL_GetWindowSize(window, &w, &h); SDL_GL_GetDrawableSize(window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); Uint32 time = SDL_GetTicks(); double current_time = time / 1000.0; io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); g_Time = current_time; if (io.WantCaptureMouse) { int mx, my; Uint32 mouseMask = SDL_GetMouseState(&mx, &my); if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) io.MousePos = ImVec2((float)mx, (float)my); else io.MousePos = ImVec2(-1, -1); io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; io.MouseWheel = g_MouseWheel; g_MouseWheel = 0.0f; SDL_ShowCursor(io.MouseDrawCursor ? 0: 1); } ImGui::NewFrame(); }