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