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- // ImGui SDL2 binding with OpenGL
- // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
- // If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
- // If you are not sure what that means, prefer using the code in sdl_opengl3_example.
- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
- // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- // https://github.com/ocornut/imgui
- #include <SDL.h>
- #include <SDL_syswm.h>
- #include <SDL_opengl.h>
- #include <imgui.h>
- #include "imgui_impl_sdl.h"
- // Data
- static double g_Time = 0.0f;
- static bool g_MousePressed[3] = { false, false, false };
- static float g_MouseWheel = 0.0f;
- static GLuint g_FontTexture = 0;
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // 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.
- // 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)
- void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
- // We are using the OpenGL fixed pipeline to make the example code simpler to read!
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
- // Setup viewport, orthographic projection matrix
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- // Render command lists
- #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
- 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
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- 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));
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
- #undef OFFSETOF
- // Restore modified state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
- }
- static const char* ImGui_ImplSdl_GetClipboardText(void*)
- {
- return SDL_GetClipboardText();
- }
- static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
- {
- SDL_SetClipboardText(text);
- }
- bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
- {
- ImGuiIO& io = ImGui::GetIO();
- switch (event->type)
- {
- case SDL_MOUSEWHEEL:
- {
- if (event->wheel.y > 0)
- g_MouseWheel = 1;
- if (event->wheel.y < 0)
- g_MouseWheel = -1;
- return true;
- }
- case SDL_MOUSEBUTTONDOWN:
- {
- if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
- if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
- if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
- return true;
- }
- case SDL_TEXTINPUT:
- {
- io.AddInputCharactersUTF8(event->text.text);
- return true;
- }
- case SDL_KEYDOWN:
- case SDL_KEYUP:
- {
- int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
- io.KeysDown[key] = (event->type == SDL_KEYDOWN);
- io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
- io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
- io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
- io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
- return true;
- }
- }
- return false;
- }
- bool ImGui_ImplSdlGL2_CreateDeviceObjects()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- return true;
- }
- void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
- {
- if (g_FontTexture)
- {
- glDeleteTextures(1, &g_FontTexture);
- ImGui::GetIO().Fonts->TexID = 0;
- g_FontTexture = 0;
- }
- }
- bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
- io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
- io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
- io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
- io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
- io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = SDLK_a;
- io.KeyMap[ImGuiKey_C] = SDLK_c;
- io.KeyMap[ImGuiKey_V] = SDLK_v;
- io.KeyMap[ImGuiKey_X] = SDLK_x;
- io.KeyMap[ImGuiKey_Y] = SDLK_y;
- io.KeyMap[ImGuiKey_Z] = SDLK_z;
- 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.
- io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
- io.ClipboardUserData = NULL;
- #ifdef _WIN32
- SDL_SysWMinfo wmInfo;
- SDL_VERSION(&wmInfo.version);
- SDL_GetWindowWMInfo(window, &wmInfo);
- io.ImeWindowHandle = wmInfo.info.win.window;
- #else
- (void)window;
- #endif
- return true;
- }
- void ImGui_ImplSdlGL2_Shutdown()
- {
- ImGui_ImplSdlGL2_InvalidateDeviceObjects();
- ImGui::Shutdown();
- }
- void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
- {
- if (!g_FontTexture)
- ImGui_ImplSdlGL2_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- SDL_GetWindowSize(window, &w, &h);
- SDL_GL_GetDrawableSize(window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
- // Setup time step
- Uint32 time = SDL_GetTicks();
- double current_time = time / 1000.0;
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
- g_Time = current_time;
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
- int mx, my;
- Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
- if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
- io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- else
- io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
- 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.
- io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
- io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
- g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
- io.MouseWheel = g_MouseWheel;
- g_MouseWheel = 0.0f;
- // Hide OS mouse cursor if ImGui is drawing it
- SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
- // Start the frame
- ImGui::NewFrame();
- }
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