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Merge pull request #375 from gzito/master

Examples: Added example app for the Marmalade platform.
omar 10 年之前
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81927b073e

+ 4 - 0
examples/README.txt

@@ -52,3 +52,7 @@ sdl_opengl_example/
 
 allegro5_example/
     Allegro 5 example.
+	 
+marmalade_example/
+    Marmalade example using IwGx
+	 

+ 32 - 0
examples/marmalade_example/data/app.icf

@@ -0,0 +1,32 @@
+# This file is for configuration settings for your
+# application.
+#
+# The syntax is similar to windows .ini files ie
+#
+# [GroupName]
+# Setting = Value
+#
+# Which can be read by your application using
+#  e.g s3eConfigGetString("GroupName", "Setting", string)
+#
+# All settings must be documented in .config.txt files.
+# New settings specific to this application should be
+# documented in app.config.txt
+#
+# Some conditional operations are also permitted, see the
+# S3E documentation for details.
+
+[S3E]
+MemSize=6000000
+MemSizeDebug=6000000
+DispFixRot=FixedLandscape
+
+# emulate iphone 5 resolution, change these settings to emulate other display resolution
+WinWidth=1136
+WinHeight=640
+
+[GX]
+DataCacheSize=131070
+
+[Util] 
+#MemoryBreakpoint=1282

+ 320 - 0
examples/marmalade_example/imgui_impl_marmalade.cpp

@@ -0,0 +1,320 @@
+// ImGui Marmalade binding with IwGx
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of ImGui
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_marmalade.h"
+
+#include <s3eClipboard.h>
+#include <s3ePointer.h> 
+#include <s3eKeyboard.h>
+#include <IwTexture.h>
+#include <IwGx.h>
+
+// Data
+static double       g_Time = 0.0f;
+static bool         g_MousePressed[3] = { false, false, false };
+static float        g_MouseWheel = 0.0f;
+static CIwTexture*  g_FontTexture = 0;
+static char*        g_ClipboardText = 0 ;
+static bool         g_osdKeyboardEnabled = false ;
+
+// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
+static ImVec2       g_scale = ImVec2(1.0f,1.0f) ;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
+{
+    // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
+    ImGuiIO& io = ImGui::GetIO();
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // Render command lists
+    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();
+        int nVert = cmd_list->VtxBuffer.size() ;
+        CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
+        CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
+        CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ;
+
+        for( int i=0; i < nVert; i++ ) {
+            // todo - optimize multiplication on gpu using vertex shader
+            pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ;
+            pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y ;
+            pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ;
+            pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ;
+            pColStream[i] = cmd_list->VtxBuffer[i].col ;
+        }
+
+        IwGxSetVertStreamScreenSpace(pVertStream,nVert) ;
+        IwGxSetUVStream(pUVStream) ;
+        IwGxSetColStream(pColStream,nVert) ;
+        IwGxSetNormStream(0) ;
+
+        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
+            {
+                CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ;
+                pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ;
+                pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ;
+                pCurrentMaterial->SetFiltering(false) ;
+                pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ;
+                pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
+                pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
+                pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ;
+                IwGxSetMaterial(pCurrentMaterial) ;
+
+                IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ;
+            }
+            idx_buffer += pcmd->ElemCount;
+        }
+        IwGxFlush() ;
+    }
+
+    // TODO restore modified state (i.e. mvp matrix)
+}
+
+
+static const char* ImGui_Marmalade_GetClipboardText()
+{
+    if(s3eClipboardAvailable()) {
+        int size = s3eClipboardGetText( NULL, 0 );
+        if( size > 0 ) {
+            if(g_ClipboardText) {
+                delete[] g_ClipboardText ;
+                g_ClipboardText = 0 ;
+            }
+            g_ClipboardText = new char[size] ;
+            g_ClipboardText[0] = '\0' ;
+            s3eClipboardGetText(g_ClipboardText,size) ;
+        }
+    }
+
+    return g_ClipboardText ;
+}
+
+static void ImGui_Marmalade_SetClipboardText(const char* text)
+{
+    if( s3eClipboardAvailable() ) {
+        s3eClipboardSetText(text);
+    }
+}
+
+int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData)
+{
+    // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
+    // button was pressed.  For touchscreens this should always have the value
+    // S3E_POINTER_BUTTON_SELECT
+    s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ;
+
+    if(pEvent->m_Pressed==1) {
+        if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
+            g_MousePressed[0] = true;
+        }
+        if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) {
+            g_MousePressed[1] = true;
+        }
+        if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
+            g_MousePressed[2] = true;
+        }
+        if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
+            g_MouseWheel += pEvent->m_y ;
+        }
+        if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
+            g_MouseWheel += pEvent->m_y ;
+        }
+    }
+
+    return 0;
+}
+
+//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
+//{
+//  g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+//}
+
+int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ;
+    if( e->m_Pressed == 1 ) {
+        io.KeysDown[e->m_Key] = true;
+    }
+    if(e->m_Pressed == 0) {
+        io.KeysDown[e->m_Key] = false;
+    }
+    
+    io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ;
+    io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ;
+    io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ;
+
+    return 0 ;
+}
+
+int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData)
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ;
+    if( (e->m_Char > 0 && e->m_Char < 0x10000) ) {
+        io.AddInputCharacter((unsigned short)e->m_Char);
+    }
+
+    return 0 ;
+}
+
+bool ImGui_Marmalade_CreateDeviceObjects()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build texture atlas
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create texture
+    g_FontTexture = new CIwTexture() ;
+    g_FontTexture->SetModifiable(true) ;
+    CIwImage& image = g_FontTexture->GetImage() ;
+    image.SetFormat(CIwImage::ARGB_8888) ;
+    image.SetWidth(width) ;
+    image.SetHeight(height) ;
+    image.SetBuffers();                                    // allocates and own buffers
+    image.ReadTexels(pixels) ;
+    g_FontTexture->SetMipMapping(false) ;
+    g_FontTexture->SetFiltering(false) ;
+    g_FontTexture->Upload() ;
+
+    // Store the pointer
+    io.Fonts->TexID = (void *)g_FontTexture;
+
+    // Cleanup (don't clear the input data if you want to append new fonts later)
+    io.Fonts->ClearInputData();
+    io.Fonts->ClearTexData();
+
+    return true;
+}
+
+void    ImGui_Marmalade_InvalidateDeviceObjects()
+{
+    if(g_ClipboardText) {
+        delete[] g_ClipboardText ;
+        g_ClipboardText = 0 ;
+    }
+
+    if (g_FontTexture)
+    {
+        delete g_FontTexture ;
+        ImGui::GetIO().Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+bool    ImGui_Marmalade_Init( bool install_callbacks)
+{
+    IwGxInit() ;
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
+    io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
+    io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
+    io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
+    io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
+    io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
+    io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
+    io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
+    io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
+    io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
+    io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
+    io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
+    io.KeyMap[ImGuiKey_A] = s3eKeyA;
+    io.KeyMap[ImGuiKey_C] = s3eKeyC;
+    io.KeyMap[ImGuiKey_V] = s3eKeyV;
+    io.KeyMap[ImGuiKey_X] = s3eKeyX;
+    io.KeyMap[ImGuiKey_Y] = s3eKeyY;
+    io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
+
+    io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
+    io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
+
+    if (install_callbacks)
+    {
+        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ;
+        s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ;
+        s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ;
+    }
+
+    return true;
+}
+
+void ImGui_Marmalade_Shutdown()
+{
+    ImGui_Marmalade_InvalidateDeviceObjects();
+    ImGui::Shutdown();
+    IwGxTerminate();
+}
+
+void ImGui_Marmalade_NewFrame()
+{
+    if (!g_FontTexture) {
+        ImGui_Marmalade_CreateDeviceObjects();
+    }
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ;
+    io.DisplaySize = ImVec2((float)w, (float)h);
+     // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+    io.DisplayFramebufferScale = g_scale;
+
+    // Setup time step
+    double current_time =  s3eTimerGetUST() / 1000.0f ;
+    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+    g_Time = current_time;
+
+    double mouse_x, mouse_y;
+    mouse_x = s3ePointerGetX();
+    mouse_y = s3ePointerGetY();
+    io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y);   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
+   
+    for (int i = 0; i < 3; i++) {
+        io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+        g_MousePressed[i] = false;
+    }
+
+    io.MouseWheel = g_MouseWheel;
+    g_MouseWheel = 0.0f;
+
+    // Hide OS mouse cursor if ImGui is drawing it
+//   s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
+
+    // Start the frame
+    ImGui::NewFrame();
+
+     // show/hide OSD keyboard
+    if( io.WantTextInput ) {    // some text input widget is active?
+        if( !g_osdKeyboardEnabled ) {
+            g_osdKeyboardEnabled = true ;
+            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ;    // show OSD keyboard
+        }
+    }
+    else {    // no text input widget is active
+        if(g_osdKeyboardEnabled) {
+            g_osdKeyboardEnabled = false ;
+            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,0) ;    // hide OSD keyboard
+        }
+    }
+}

+ 19 - 0
examples/marmalade_example/imgui_impl_marmalade.h

@@ -0,0 +1,19 @@
+// ImGui Marmalade binding with IwGx
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of ImGui
+// https://github.com/ocornut/imgui
+
+IMGUI_API bool        ImGui_Marmalade_Init(bool install_callbacks);
+IMGUI_API void        ImGui_Marmalade_Shutdown();
+IMGUI_API void        ImGui_Marmalade_NewFrame();
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_Marmalade_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_Marmalade_CreateDeviceObjects();
+
+// callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_API int32       ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData);
+//IMGUI_API void        ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_API int32       ImGui_Marmalade_KeyCallback(void* SystemData,void* userData);
+IMGUI_API int32       ImGui_Marmalade_CharCallback(void* SystemData,void* userData);

+ 91 - 0
examples/marmalade_example/main.cpp

@@ -0,0 +1,91 @@
+// ImGui - standalone example application for Marmalade
+// Copyright (C) 2015 by Giovanni Zito
+// This file is part of ImGui
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_marmalade.h"
+#include <stdio.h>
+
+#include <s3eKeyboard.h>
+#include <s3ePointer.h>
+#include <IwGx.h>
+
+
+int main(int, char**)
+{
+    // Setup ImGui binding
+    ImGui_Marmalade_Init(true);
+
+    // Load Fonts
+    // (see extra_fonts/README.txt for more details)
+    //ImGuiIO& io = ImGui::GetIO();
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+    // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
+    //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
+    //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
+
+    bool show_test_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImColor(114, 144, 154);
+
+    // Main loop
+    while (true)
+    {
+         if( s3eDeviceCheckQuitRequest() )
+             break;
+
+         s3eKeyboardUpdate() ;
+         s3ePointerUpdate() ;
+         ImGui_Marmalade_NewFrame();
+
+        // 1. Show a simple window
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+        {
+            static float f = 0.0f;
+            ImGui::Text("Hello, world!");
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+            ImGui::ColorEdit3("clear color", (float*)&clear_color);
+            if (ImGui::Button("Test Window")) show_test_window ^= 1;
+            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window, this time using an explicit Begin/End pair
+        if (show_another_window)
+        {
+            ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello");
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+        if (show_test_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
+            ImGui::ShowTestWindow(&show_test_window);
+        }
+
+        // Rendering
+        IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+        IwGxClear();
+        ImGui::Render();
+        IwGxSwapBuffers();
+
+        s3eDeviceYield(0) ;
+    }
+
+    // Cleanup
+    ImGui_Marmalade_Shutdown();
+
+    return 0;
+}

+ 44 - 0
examples/marmalade_example/marmalade_example.mkb

@@ -0,0 +1,44 @@
+#!/usr/bin/env mkb
+
+# ImGui - standalone example application for Marmalade
+# Copyright (C) 2015 by Giovanni Zito
+# This file is part of ImGui
+# https://github.com/ocornut/imgui
+
+define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
+define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
+define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
+define _snprintf=snprintf
+
+options
+{
+    optimise-speed=1
+}
+
+includepaths
+{
+    ../..
+}
+
+subprojects
+{
+    iwgx
+}
+
+files
+{
+    (.)
+    ["imgui"]
+    ../../imgui.cpp
+    ../../imgui_demo.cpp
+    ../../imgui_draw.cpp
+    ../../imconfig.h
+    ../../imgui.h
+   ../../imgui_internal.h
+
+    ["imgui","Marmalade binding"]
+    imgui_impl_marmalade.h
+    imgui_impl_marmalade.cpp
+    main.cpp
+
+}