imgui_impl_sdl_gl2.cpp 15 KB

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  1. // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  3. // Implemented features:
  4. // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in the sdl_opengl3_example/ folder**
  7. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  8. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  9. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  10. // confuse your GPU driver.
  11. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  12. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  13. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  14. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  15. // https://github.com/ocornut/imgui
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  19. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  20. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  21. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  22. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  23. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
  24. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  25. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  26. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  27. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  28. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  29. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  30. #include <SDL.h>
  31. #include <SDL_syswm.h>
  32. #include <SDL_opengl.h>
  33. #include "imgui.h"
  34. #include "imgui_impl_sdl_gl2.h"
  35. // Data
  36. static Uint64 g_Time = 0;
  37. static bool g_MousePressed[3] = { false, false, false };
  38. static GLuint g_FontTexture = 0;
  39. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  40. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
  41. // 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)
  42. void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data)
  43. {
  44. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  45. ImGuiIO& io = ImGui::GetIO();
  46. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  47. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  48. if (fb_width == 0 || fb_height == 0)
  49. return;
  50. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  51. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  52. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  53. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  54. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  55. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  56. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  57. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  58. glEnable(GL_BLEND);
  59. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  60. glDisable(GL_CULL_FACE);
  61. glDisable(GL_DEPTH_TEST);
  62. glEnable(GL_SCISSOR_TEST);
  63. glEnableClientState(GL_VERTEX_ARRAY);
  64. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  65. glEnableClientState(GL_COLOR_ARRAY);
  66. glEnable(GL_TEXTURE_2D);
  67. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  68. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  69. // Setup viewport, orthographic projection matrix
  70. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  71. glMatrixMode(GL_PROJECTION);
  72. glPushMatrix();
  73. glLoadIdentity();
  74. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  75. glMatrixMode(GL_MODELVIEW);
  76. glPushMatrix();
  77. glLoadIdentity();
  78. // Render command lists
  79. for (int n = 0; n < draw_data->CmdListsCount; n++)
  80. {
  81. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  82. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  83. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  84. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  85. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  86. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  87. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  88. {
  89. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  90. if (pcmd->UserCallback)
  91. {
  92. pcmd->UserCallback(cmd_list, pcmd);
  93. }
  94. else
  95. {
  96. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  97. 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));
  98. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  99. }
  100. idx_buffer += pcmd->ElemCount;
  101. }
  102. }
  103. // Restore modified state
  104. glDisableClientState(GL_COLOR_ARRAY);
  105. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  106. glDisableClientState(GL_VERTEX_ARRAY);
  107. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  108. glMatrixMode(GL_MODELVIEW);
  109. glPopMatrix();
  110. glMatrixMode(GL_PROJECTION);
  111. glPopMatrix();
  112. glPopAttrib();
  113. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  114. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  115. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  116. }
  117. static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
  118. {
  119. return SDL_GetClipboardText();
  120. }
  121. static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
  122. {
  123. SDL_SetClipboardText(text);
  124. }
  125. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  126. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  127. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  128. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  129. bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
  130. {
  131. ImGuiIO& io = ImGui::GetIO();
  132. switch (event->type)
  133. {
  134. case SDL_MOUSEWHEEL:
  135. {
  136. if (event->wheel.x > 0) io.MouseWheelH += 1;
  137. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  138. if (event->wheel.y > 0) io.MouseWheel += 1;
  139. if (event->wheel.y < 0) io.MouseWheel -= 1;
  140. return true;
  141. }
  142. case SDL_MOUSEBUTTONDOWN:
  143. {
  144. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  145. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  146. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  147. return true;
  148. }
  149. case SDL_TEXTINPUT:
  150. {
  151. io.AddInputCharactersUTF8(event->text.text);
  152. return true;
  153. }
  154. case SDL_KEYDOWN:
  155. case SDL_KEYUP:
  156. {
  157. int key = event->key.keysym.scancode;
  158. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  159. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  160. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  161. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  162. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  163. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  164. return true;
  165. }
  166. }
  167. return false;
  168. }
  169. bool ImGui_ImplSdlGL2_CreateDeviceObjects()
  170. {
  171. // Build texture atlas
  172. ImGuiIO& io = ImGui::GetIO();
  173. unsigned char* pixels;
  174. int width, height;
  175. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  176. // Upload texture to graphics system
  177. GLint last_texture;
  178. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  179. glGenTextures(1, &g_FontTexture);
  180. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  181. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  182. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  183. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  184. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  185. // Store our identifier
  186. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  187. // Restore state
  188. glBindTexture(GL_TEXTURE_2D, last_texture);
  189. return true;
  190. }
  191. void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
  192. {
  193. if (g_FontTexture)
  194. {
  195. glDeleteTextures(1, &g_FontTexture);
  196. ImGui::GetIO().Fonts->TexID = 0;
  197. g_FontTexture = 0;
  198. }
  199. }
  200. bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
  201. {
  202. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  203. ImGuiIO& io = ImGui::GetIO();
  204. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  205. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  206. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  207. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  208. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  209. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  210. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  211. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  212. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  213. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  214. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  215. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  216. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  217. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  218. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  219. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  220. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  221. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  222. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  223. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  224. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  225. io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  226. io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
  227. io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
  228. io.ClipboardUserData = NULL;
  229. #ifdef _WIN32
  230. SDL_SysWMinfo wmInfo;
  231. SDL_VERSION(&wmInfo.version);
  232. SDL_GetWindowWMInfo(window, &wmInfo);
  233. io.ImeWindowHandle = wmInfo.info.win.window;
  234. #else
  235. (void)window;
  236. #endif
  237. return true;
  238. }
  239. void ImGui_ImplSdlGL2_Shutdown()
  240. {
  241. ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  242. }
  243. void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
  244. {
  245. if (!g_FontTexture)
  246. ImGui_ImplSdlGL2_CreateDeviceObjects();
  247. ImGuiIO& io = ImGui::GetIO();
  248. // Setup display size (every frame to accommodate for window resizing)
  249. int w, h;
  250. int display_w, display_h;
  251. SDL_GetWindowSize(window, &w, &h);
  252. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  253. io.DisplaySize = ImVec2((float)w, (float)h);
  254. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  255. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  256. static Uint64 frequency = SDL_GetPerformanceFrequency();
  257. Uint64 current_time = SDL_GetPerformanceCounter();
  258. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  259. g_Time = current_time;
  260. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  261. int mx, my;
  262. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  263. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  264. io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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.
  265. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  266. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  267. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  268. // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
  269. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  270. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  271. io.MousePos = ImVec2((float)mx, (float)my);
  272. bool any_mouse_button_down = false;
  273. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  274. any_mouse_button_down |= io.MouseDown[n];
  275. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  276. SDL_CaptureMouse(SDL_TRUE);
  277. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  278. SDL_CaptureMouse(SDL_FALSE);
  279. #else
  280. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  281. io.MousePos = ImVec2((float)mx, (float)my);
  282. #endif
  283. // Hide OS mouse cursor if ImGui is drawing it
  284. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  285. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
  286. ImGui::NewFrame();
  287. }