254 lines
7.9 KiB
C++
254 lines
7.9 KiB
C++
#include "imgui.h"
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#include "imgui_impl_sdl.h"
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = {false, false, false};
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static float g_MouseWheel = 0.0f;
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static GLuint g_FontTexture = 0;
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void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) {
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_viewport[4];
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4];
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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for (int n = 0; n < draw_data->CmdListsCount; n++) {
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback) {
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pcmd->UserCallback(cmd_list, pcmd);
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} else {
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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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));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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#undef OFFSETOF
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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static const char* ImGui_ImplSdl_GetClipboardText(void*) {
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return SDL_GetClipboardText();
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}
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static void ImGui_ImplSdl_SetClipboardText(void*, const char* text) {
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SDL_SetClipboardText(text);
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}
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bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) {
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type) {
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case SDL_MOUSEWHEEL:
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{
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if (!io.WantCaptureMouse)
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return false;
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if (event->wheel.y > 0)
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g_MouseWheel = 1;
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if (event->wheel.y < 0)
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g_MouseWheel = -1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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if (!io.WantCaptureMouse)
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return false;
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if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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return true;
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}
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case SDL_TEXTINPUT:
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{
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if (!io.WantCaptureKeyboard)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (!io.WantCaptureKeyboard)
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return false;
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int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
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io.KeysDown[key] = (event->type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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return true;
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}
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}
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return false;
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}
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bool ImGui_ImplSdl_CreateDeviceObjects() {
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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void ImGui_ImplSdl_InvalidateDeviceObjects() {
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if (g_FontTexture) {
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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}
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bool ImGui_ImplSdl_Init(SDL_Window* window) {
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = SDLK_a;
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io.KeyMap[ImGuiKey_C] = SDLK_c;
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io.KeyMap[ImGuiKey_V] = SDLK_v;
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io.KeyMap[ImGuiKey_X] = SDLK_x;
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io.KeyMap[ImGuiKey_Y] = SDLK_y;
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io.KeyMap[ImGuiKey_Z] = SDLK_z;
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io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;
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io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
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io.ClipboardUserData = NULL;
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(void)window;
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return true;
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}
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void ImGui_ImplSdl_Shutdown() {
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ImGui_ImplSdl_InvalidateDeviceObjects();
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ImGui::Shutdown();
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}
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void ImGui_ImplSdl_NewFrame(SDL_Window *window) {
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if (!g_FontTexture)
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ImGui_ImplSdl_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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int w, h, display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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SDL_GL_GetDrawableSize(window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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Uint32 time = SDL_GetTicks();
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double current_time = time / 1000.0;
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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if (io.WantCaptureMouse)
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{
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int mx, my;
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Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my);
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else
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io.MousePos = ImVec2(-1, -1);
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io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;
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io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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io.MouseWheel = g_MouseWheel;
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g_MouseWheel = 0.0f;
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SDL_ShowCursor(io.MouseDrawCursor ? 0: 1);
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}
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ImGui::NewFrame();
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} |