nuklear_sdl.c 13 KB

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  1. #include <string.h>
  2. #include <SDL2/SDL.h>
  3. #include "nuklear_sdl.h"
  4. #define NK_IMPLEMENTATION
  5. #include "../../nuklear.h"
  6. struct nk_sdl_device {
  7. struct nk_buffer cmds;
  8. struct nk_draw_null_texture null;
  9. GLuint vbo, vao, ebo;
  10. GLuint prog;
  11. GLuint vert_shdr;
  12. GLuint frag_shdr;
  13. GLint attrib_pos;
  14. GLint attrib_uv;
  15. GLint attrib_col;
  16. GLint uniform_tex;
  17. GLint uniform_proj;
  18. GLuint font_tex;
  19. };
  20. static struct nk_sdl {
  21. SDL_Window *win;
  22. struct nk_sdl_device ogl;
  23. struct nk_context ctx;
  24. struct nk_font_atlas atlas;
  25. } sdl;
  26. #ifdef __APPLE__
  27. #define NK_SHADER_VERSION "#version 150\n"
  28. #else
  29. #define NK_SHADER_VERSION "#version 300 es\n"
  30. #endif
  31. NK_API void
  32. nk_sdl_device_create(void)
  33. {
  34. GLint status;
  35. static const GLchar *vertex_shader =
  36. NK_SHADER_VERSION
  37. "uniform mat4 ProjMtx;\n"
  38. "in vec2 Position;\n"
  39. "in vec2 TexCoord;\n"
  40. "in vec4 Color;\n"
  41. "out vec2 Frag_UV;\n"
  42. "out vec4 Frag_Color;\n"
  43. "void main() {\n"
  44. " Frag_UV = TexCoord;\n"
  45. " Frag_Color = Color;\n"
  46. " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
  47. "}\n";
  48. static const GLchar *fragment_shader =
  49. NK_SHADER_VERSION
  50. "precision mediump float;\n"
  51. "uniform sampler2D Texture;\n"
  52. "in vec2 Frag_UV;\n"
  53. "in vec4 Frag_Color;\n"
  54. "out vec4 Out_Color;\n"
  55. "void main(){\n"
  56. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  57. "}\n";
  58. struct nk_sdl_device *dev = &sdl.ogl;
  59. nk_buffer_init_default(&dev->cmds);
  60. dev->prog = glCreateProgram();
  61. dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
  62. dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
  63. glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
  64. glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
  65. glCompileShader(dev->vert_shdr);
  66. glCompileShader(dev->frag_shdr);
  67. glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
  68. assert(status == GL_TRUE);
  69. glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
  70. assert(status == GL_TRUE);
  71. glAttachShader(dev->prog, dev->vert_shdr);
  72. glAttachShader(dev->prog, dev->frag_shdr);
  73. glLinkProgram(dev->prog);
  74. glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
  75. assert(status == GL_TRUE);
  76. dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
  77. dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
  78. dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
  79. dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
  80. dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
  81. {
  82. /* buffer setup */
  83. GLsizei vs = sizeof(struct nk_draw_vertex);
  84. size_t vp = offsetof(struct nk_draw_vertex, position);
  85. size_t vt = offsetof(struct nk_draw_vertex, uv);
  86. size_t vc = offsetof(struct nk_draw_vertex, col);
  87. glGenBuffers(1, &dev->vbo);
  88. glGenBuffers(1, &dev->ebo);
  89. glGenVertexArrays(1, &dev->vao);
  90. glBindVertexArray(dev->vao);
  91. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  92. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  93. glEnableVertexAttribArray((GLuint)dev->attrib_pos);
  94. glEnableVertexAttribArray((GLuint)dev->attrib_uv);
  95. glEnableVertexAttribArray((GLuint)dev->attrib_col);
  96. glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
  97. glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
  98. glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
  99. }
  100. glBindTexture(GL_TEXTURE_2D, 0);
  101. glBindBuffer(GL_ARRAY_BUFFER, 0);
  102. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  103. glBindVertexArray(0);
  104. }
  105. NK_INTERN void
  106. nk_sdl_device_upload_atlas(const void *image, int width, int height)
  107. {
  108. struct nk_sdl_device *dev = &sdl.ogl;
  109. glGenTextures(1, &dev->font_tex);
  110. glBindTexture(GL_TEXTURE_2D, dev->font_tex);
  111. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  112. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  113. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
  114. GL_RGBA, GL_UNSIGNED_BYTE, image);
  115. }
  116. NK_API void
  117. nk_sdl_device_destroy(void)
  118. {
  119. struct nk_sdl_device *dev = &sdl.ogl;
  120. glDetachShader(dev->prog, dev->vert_shdr);
  121. glDetachShader(dev->prog, dev->frag_shdr);
  122. glDeleteShader(dev->vert_shdr);
  123. glDeleteShader(dev->frag_shdr);
  124. glDeleteProgram(dev->prog);
  125. glDeleteTextures(1, &dev->font_tex);
  126. glDeleteBuffers(1, &dev->vbo);
  127. glDeleteBuffers(1, &dev->ebo);
  128. nk_buffer_free(&dev->cmds);
  129. }
  130. NK_API void
  131. nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
  132. {
  133. struct nk_sdl_device *dev = &sdl.ogl;
  134. int width, height;
  135. GLfloat ortho[4][4] = {
  136. {2.0f, 0.0f, 0.0f, 0.0f},
  137. {0.0f,-2.0f, 0.0f, 0.0f},
  138. {0.0f, 0.0f,-1.0f, 0.0f},
  139. {-1.0f,1.0f, 0.0f, 1.0f},
  140. };
  141. SDL_GetWindowSize(sdl.win, &width, &height);
  142. ortho[0][0] /= (GLfloat)width;
  143. ortho[1][1] /= (GLfloat)height;
  144. /* setup global state */
  145. glEnable(GL_BLEND);
  146. glBlendEquation(GL_FUNC_ADD);
  147. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  148. glDisable(GL_CULL_FACE);
  149. glDisable(GL_DEPTH_TEST);
  150. glEnable(GL_SCISSOR_TEST);
  151. glActiveTexture(GL_TEXTURE0);
  152. /* setup program */
  153. glUseProgram(dev->prog);
  154. glUniform1i(dev->uniform_tex, 0);
  155. glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
  156. {
  157. /* convert from command queue into draw list and draw to screen */
  158. const struct nk_draw_command *cmd;
  159. void *vertices, *elements;
  160. const nk_draw_index *offset = NULL;
  161. /* allocate vertex and element buffer */
  162. glBindVertexArray(dev->vao);
  163. glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
  164. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
  165. glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
  166. glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
  167. /* load draw vertices & elements directly into vertex + element buffer */
  168. vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  169. elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
  170. {
  171. /* fill converting configuration */
  172. struct nk_convert_config config;
  173. memset(&config, 0, sizeof(config));
  174. config.global_alpha = 1.0f;
  175. config.shape_AA = AA;
  176. config.line_AA = AA;
  177. config.circle_segment_count = 22;
  178. config.curve_segment_count = 22;
  179. config.arc_segment_count = 22;
  180. config.null = dev->null;
  181. /* setup buffers to load vertices and elements */
  182. {struct nk_buffer vbuf, ebuf;
  183. nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
  184. nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
  185. nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
  186. }
  187. glUnmapBuffer(GL_ARRAY_BUFFER);
  188. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  189. /* iterate over and execute each draw command */
  190. nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) {
  191. if (!cmd->elem_count) continue;
  192. glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
  193. glScissor((GLint)cmd->clip_rect.x,
  194. height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h),
  195. (GLint)cmd->clip_rect.w, (GLint)cmd->clip_rect.h);
  196. glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
  197. offset += cmd->elem_count;
  198. }
  199. nk_clear(&sdl.ctx);
  200. }
  201. glUseProgram(0);
  202. glBindBuffer(GL_ARRAY_BUFFER, 0);
  203. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  204. glBindVertexArray(0);
  205. glDisable(GL_BLEND);
  206. glDisable(GL_SCISSOR_TEST);
  207. }
  208. static void
  209. nk_sdl_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
  210. {
  211. const char *text = SDL_GetClipboardText();
  212. if (text) nk_textedit_paste(edit, text, nk_strlen(text));
  213. (void)usr;
  214. }
  215. static void
  216. nk_sdl_clipbard_copy(nk_handle usr, const char *text, int len)
  217. {
  218. char *str = 0;
  219. (void)usr;
  220. if (!len) return;
  221. str = malloc((size_t)len+1);
  222. if (!str) return;
  223. memcpy(str, text, (size_t)len);
  224. str[len] = '\0';
  225. SDL_SetClipboardText(str);
  226. free(str);
  227. }
  228. NK_API struct nk_context*
  229. nk_sdl_init(SDL_Window *win)
  230. {
  231. sdl.win = win;
  232. nk_init_default(&sdl.ctx, 0);
  233. sdl.ctx.clip.copy = nk_sdl_clipbard_copy;
  234. sdl.ctx.clip.paste = nk_sdl_clipbard_paste;
  235. sdl.ctx.clip.userdata = nk_handle_ptr(0);
  236. nk_sdl_device_create();
  237. return &sdl.ctx;
  238. }
  239. NK_API void
  240. nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
  241. {
  242. nk_font_atlas_init_default(&sdl.atlas);
  243. nk_font_atlas_begin(&sdl.atlas);
  244. *atlas = &sdl.atlas;
  245. }
  246. NK_API void
  247. nk_sdl_font_stash_end(void)
  248. {
  249. const void *image; int w, h;
  250. image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
  251. nk_sdl_device_upload_atlas(image, w, h);
  252. nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null);
  253. if (sdl.atlas.default_font)
  254. nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
  255. }
  256. NK_API void
  257. nk_sdl_handle_event(SDL_Event *evt)
  258. {
  259. struct nk_context *ctx = &sdl.ctx;
  260. if (evt->type == SDL_WINDOWEVENT) {
  261. /* handle window resizing */
  262. if (evt->window.event != SDL_WINDOWEVENT_RESIZED) return;
  263. glViewport(0, 0, evt->window.data1, evt->window.data2);
  264. } else if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) {
  265. /* key events */
  266. int down = evt->type == SDL_KEYDOWN;
  267. const Uint8* state = SDL_GetKeyboardState(0);
  268. SDL_Keycode sym = evt->key.keysym.sym;
  269. if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
  270. nk_input_key(ctx, NK_KEY_SHIFT, down);
  271. else if (sym == SDLK_DELETE)
  272. nk_input_key(ctx, NK_KEY_DEL, down);
  273. else if (sym == SDLK_RETURN)
  274. nk_input_key(ctx, NK_KEY_ENTER, down);
  275. else if (sym == SDLK_TAB)
  276. nk_input_key(ctx, NK_KEY_TAB, down);
  277. else if (sym == SDLK_BACKSPACE)
  278. nk_input_key(ctx, NK_KEY_BACKSPACE, down);
  279. else if (sym == SDLK_HOME)
  280. nk_input_key(ctx, NK_KEY_TEXT_START, down);
  281. else if (sym == SDLK_END)
  282. nk_input_key(ctx, NK_KEY_TEXT_END, down);
  283. else if (sym == SDLK_z)
  284. nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]);
  285. else if (sym == SDLK_r)
  286. nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]);
  287. else if (sym == SDLK_c)
  288. nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
  289. else if (sym == SDLK_v)
  290. nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
  291. else if (sym == SDLK_x)
  292. nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
  293. else if (sym == SDLK_b)
  294. nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]);
  295. else if (sym == SDLK_e)
  296. nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]);
  297. else if (sym == SDLK_LEFT) {
  298. if (state[SDL_SCANCODE_LCTRL])
  299. nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
  300. else nk_input_key(ctx, NK_KEY_LEFT, down);
  301. } else if (sym == SDLK_RIGHT) {
  302. if (state[SDL_SCANCODE_LCTRL])
  303. nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
  304. else nk_input_key(ctx, NK_KEY_RIGHT, down);
  305. }
  306. } else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) {
  307. /* mouse button */
  308. int down = evt->type == SDL_MOUSEBUTTONDOWN;
  309. const int x = evt->button.x, y = evt->button.y;
  310. if (evt->button.button == SDL_BUTTON_LEFT)
  311. nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
  312. if (evt->button.button == SDL_BUTTON_MIDDLE)
  313. nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
  314. if (evt->button.button == SDL_BUTTON_RIGHT)
  315. nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
  316. } else if (evt->type == SDL_MOUSEMOTION) {
  317. nk_input_motion(ctx, evt->motion.x, evt->motion.y);
  318. } else if (evt->type == SDL_TEXTINPUT) {
  319. nk_glyph glyph;
  320. memcpy(glyph, evt->text.text, NK_UTF_SIZE);
  321. nk_input_glyph(ctx, glyph);
  322. } else if (evt->type == SDL_MOUSEWHEEL) {
  323. nk_input_scroll(ctx,(float)evt->wheel.y);
  324. }
  325. }
  326. NK_API
  327. void nk_sdl_shutdown(void)
  328. {
  329. nk_font_atlas_clear(&sdl.atlas);
  330. nk_free(&sdl.ctx);
  331. nk_sdl_device_destroy();
  332. }