imgui_impl_sdl.cpp 12 KB

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  1. // ImGui SDL2 binding with OpenGL
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
  5. // This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
  6. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
  7. // more complicated, will require your code to reset every single OpenGL attributes to their initial state,
  8. // and might confuse your GPU driver. Prefer using sdl_opengl3_example.
  9. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  10. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  11. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  12. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  13. // https://github.com/ocornut/imgui
  14. #include <SDL.h>
  15. #include <SDL_syswm.h>
  16. #include <SDL_opengl.h>
  17. #include <imgui.h>
  18. #include "imgui_impl_sdl.h"
  19. // Data
  20. static double g_Time = 0.0f;
  21. static bool g_MousePressed[3] = { false, false, false };
  22. static float g_MouseWheel = 0.0f;
  23. static GLuint g_FontTexture = 0;
  24. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  25. // 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.
  26. // 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)
  27. void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
  28. {
  29. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  30. ImGuiIO& io = ImGui::GetIO();
  31. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  32. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  33. if (fb_width == 0 || fb_height == 0)
  34. return;
  35. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  36. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  37. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  38. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  39. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  40. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  41. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  42. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  43. glEnable(GL_BLEND);
  44. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  45. glDisable(GL_CULL_FACE);
  46. glDisable(GL_DEPTH_TEST);
  47. glEnable(GL_SCISSOR_TEST);
  48. glEnableClientState(GL_VERTEX_ARRAY);
  49. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  50. glEnableClientState(GL_COLOR_ARRAY);
  51. glEnable(GL_TEXTURE_2D);
  52. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  53. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  54. // Setup viewport, orthographic projection matrix
  55. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  56. glMatrixMode(GL_PROJECTION);
  57. glPushMatrix();
  58. glLoadIdentity();
  59. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  60. glMatrixMode(GL_MODELVIEW);
  61. glPushMatrix();
  62. glLoadIdentity();
  63. // Render command lists
  64. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  65. for (int n = 0; n < draw_data->CmdListsCount; n++)
  66. {
  67. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  68. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  69. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  70. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
  71. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
  72. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
  73. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  74. {
  75. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  76. if (pcmd->UserCallback)
  77. {
  78. pcmd->UserCallback(cmd_list, pcmd);
  79. }
  80. else
  81. {
  82. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  83. 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));
  84. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  85. }
  86. idx_buffer += pcmd->ElemCount;
  87. }
  88. }
  89. #undef OFFSETOF
  90. // Restore modified state
  91. glDisableClientState(GL_COLOR_ARRAY);
  92. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  93. glDisableClientState(GL_VERTEX_ARRAY);
  94. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  95. glMatrixMode(GL_MODELVIEW);
  96. glPopMatrix();
  97. glMatrixMode(GL_PROJECTION);
  98. glPopMatrix();
  99. glPopAttrib();
  100. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  101. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  102. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  103. }
  104. static const char* ImGui_ImplSdl_GetClipboardText(void*)
  105. {
  106. return SDL_GetClipboardText();
  107. }
  108. static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
  109. {
  110. SDL_SetClipboardText(text);
  111. }
  112. bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
  113. {
  114. ImGuiIO& io = ImGui::GetIO();
  115. switch (event->type)
  116. {
  117. case SDL_MOUSEWHEEL:
  118. {
  119. if (event->wheel.y > 0)
  120. g_MouseWheel = 1;
  121. if (event->wheel.y < 0)
  122. g_MouseWheel = -1;
  123. return true;
  124. }
  125. case SDL_MOUSEBUTTONDOWN:
  126. {
  127. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  128. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  129. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  130. return true;
  131. }
  132. case SDL_TEXTINPUT:
  133. {
  134. io.AddInputCharactersUTF8(event->text.text);
  135. return true;
  136. }
  137. case SDL_KEYDOWN:
  138. case SDL_KEYUP:
  139. {
  140. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  141. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  142. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  143. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  144. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  145. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  146. return true;
  147. }
  148. }
  149. return false;
  150. }
  151. bool ImGui_ImplSdlGL2_CreateDeviceObjects()
  152. {
  153. // Build texture atlas
  154. ImGuiIO& io = ImGui::GetIO();
  155. unsigned char* pixels;
  156. int width, height;
  157. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  158. // Upload texture to graphics system
  159. GLint last_texture;
  160. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  161. glGenTextures(1, &g_FontTexture);
  162. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  163. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  165. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  166. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  167. // Store our identifier
  168. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  169. // Restore state
  170. glBindTexture(GL_TEXTURE_2D, last_texture);
  171. return true;
  172. }
  173. void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
  174. {
  175. if (g_FontTexture)
  176. {
  177. glDeleteTextures(1, &g_FontTexture);
  178. ImGui::GetIO().Fonts->TexID = 0;
  179. g_FontTexture = 0;
  180. }
  181. }
  182. bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
  183. {
  184. ImGuiIO& io = ImGui::GetIO();
  185. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  186. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  187. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  188. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  189. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  190. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  191. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  192. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  193. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  194. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  195. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  196. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  197. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  198. io.KeyMap[ImGuiKey_A] = SDLK_a;
  199. io.KeyMap[ImGuiKey_C] = SDLK_c;
  200. io.KeyMap[ImGuiKey_V] = SDLK_v;
  201. io.KeyMap[ImGuiKey_X] = SDLK_x;
  202. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  203. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  204. io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  205. io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
  206. io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
  207. io.ClipboardUserData = NULL;
  208. #ifdef _WIN32
  209. SDL_SysWMinfo wmInfo;
  210. SDL_VERSION(&wmInfo.version);
  211. SDL_GetWindowWMInfo(window, &wmInfo);
  212. io.ImeWindowHandle = wmInfo.info.win.window;
  213. #else
  214. (void)window;
  215. #endif
  216. return true;
  217. }
  218. void ImGui_ImplSdlGL2_Shutdown()
  219. {
  220. ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  221. ImGui::Shutdown();
  222. }
  223. void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
  224. {
  225. if (!g_FontTexture)
  226. ImGui_ImplSdlGL2_CreateDeviceObjects();
  227. ImGuiIO& io = ImGui::GetIO();
  228. // Setup display size (every frame to accommodate for window resizing)
  229. int w, h;
  230. int display_w, display_h;
  231. SDL_GetWindowSize(window, &w, &h);
  232. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  233. io.DisplaySize = ImVec2((float)w, (float)h);
  234. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  235. // Setup time step
  236. Uint32 time = SDL_GetTicks();
  237. double current_time = time / 1000.0;
  238. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  239. g_Time = current_time;
  240. // Setup inputs
  241. // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
  242. int mx, my;
  243. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  244. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  245. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  246. else
  247. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  248. io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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.
  249. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  250. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  251. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  252. io.MouseWheel = g_MouseWheel;
  253. g_MouseWheel = 0.0f;
  254. // Hide OS mouse cursor if ImGui is drawing it
  255. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  256. // Start the frame
  257. ImGui::NewFrame();
  258. }