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imgui_impl_sdl.cpp 13 KB

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  1. // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
  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 (SHADERS, VBO, VAO, etc.)**
  5. // **Prefer using the code in the sdl_opengl3_example/ folder**
  6. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  7. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  8. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  9. // confuse your GPU driver.
  10. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  11. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  12. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  13. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  14. // https://github.com/ocornut/imgui
  15. #include <SDL.h>
  16. #include <SDL_syswm.h>
  17. #include <SDL_opengl.h>
  18. #include <imgui.h>
  19. #include "imgui_impl_sdl.h"
  20. // Data
  21. static double g_Time = 0.0f;
  22. static bool g_MousePressed[3] = { false, false, false };
  23. static float g_MouseHorizWheel = 0.0f;
  24. static float g_MouseWheel = 0.0f;
  25. static GLuint g_FontTexture = 0;
  26. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  27. // 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.
  28. // 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)
  29. void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
  30. {
  31. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  32. ImGuiIO& io = ImGui::GetIO();
  33. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  34. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  35. if (fb_width == 0 || fb_height == 0)
  36. return;
  37. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  38. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  39. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  40. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  41. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  42. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  43. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  44. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  45. glEnable(GL_BLEND);
  46. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  47. glDisable(GL_CULL_FACE);
  48. glDisable(GL_DEPTH_TEST);
  49. glEnable(GL_SCISSOR_TEST);
  50. glEnableClientState(GL_VERTEX_ARRAY);
  51. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  52. glEnableClientState(GL_COLOR_ARRAY);
  53. glEnable(GL_TEXTURE_2D);
  54. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  55. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  56. // Setup viewport, orthographic projection matrix
  57. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  58. glMatrixMode(GL_PROJECTION);
  59. glPushMatrix();
  60. glLoadIdentity();
  61. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  62. glMatrixMode(GL_MODELVIEW);
  63. glPushMatrix();
  64. glLoadIdentity();
  65. // Render command lists
  66. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  67. for (int n = 0; n < draw_data->CmdListsCount; n++)
  68. {
  69. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  70. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  71. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  72. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
  73. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
  74. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
  75. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  76. {
  77. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  78. if (pcmd->UserCallback)
  79. {
  80. pcmd->UserCallback(cmd_list, pcmd);
  81. }
  82. else
  83. {
  84. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  85. 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));
  86. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  87. }
  88. idx_buffer += pcmd->ElemCount;
  89. }
  90. }
  91. #undef OFFSETOF
  92. // Restore modified state
  93. glDisableClientState(GL_COLOR_ARRAY);
  94. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  95. glDisableClientState(GL_VERTEX_ARRAY);
  96. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  97. glMatrixMode(GL_MODELVIEW);
  98. glPopMatrix();
  99. glMatrixMode(GL_PROJECTION);
  100. glPopMatrix();
  101. glPopAttrib();
  102. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  103. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  104. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  105. }
  106. static const char* ImGui_ImplSdl_GetClipboardText(void*)
  107. {
  108. return SDL_GetClipboardText();
  109. }
  110. static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
  111. {
  112. SDL_SetClipboardText(text);
  113. }
  114. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  115. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  116. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  117. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  118. bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
  119. {
  120. ImGuiIO& io = ImGui::GetIO();
  121. switch (event->type)
  122. {
  123. case SDL_MOUSEWHEEL:
  124. {
  125. if (event->wheel.x > 0)
  126. g_MouseHorizWheel = 1;
  127. if (event->wheel.x < 0)
  128. g_MouseHorizWheel = -1;
  129. if (event->wheel.y > 0)
  130. g_MouseWheel = 1;
  131. if (event->wheel.y < 0)
  132. g_MouseWheel = -1;
  133. return true;
  134. }
  135. case SDL_MOUSEBUTTONDOWN:
  136. {
  137. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  138. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  139. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  140. return true;
  141. }
  142. case SDL_TEXTINPUT:
  143. {
  144. io.AddInputCharactersUTF8(event->text.text);
  145. return true;
  146. }
  147. case SDL_KEYDOWN:
  148. case SDL_KEYUP:
  149. {
  150. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  151. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  152. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  153. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  154. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  155. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  156. return true;
  157. }
  158. }
  159. return false;
  160. }
  161. bool ImGui_ImplSdlGL2_CreateDeviceObjects()
  162. {
  163. // Build texture atlas
  164. ImGuiIO& io = ImGui::GetIO();
  165. unsigned char* pixels;
  166. int width, height;
  167. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  168. // Upload texture to graphics system
  169. GLint last_texture;
  170. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  171. glGenTextures(1, &g_FontTexture);
  172. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  173. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  174. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  175. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  176. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  177. // Store our identifier
  178. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  179. // Restore state
  180. glBindTexture(GL_TEXTURE_2D, last_texture);
  181. return true;
  182. }
  183. void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
  184. {
  185. if (g_FontTexture)
  186. {
  187. glDeleteTextures(1, &g_FontTexture);
  188. ImGui::GetIO().Fonts->TexID = 0;
  189. g_FontTexture = 0;
  190. }
  191. }
  192. bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
  193. {
  194. ImGuiIO& io = ImGui::GetIO();
  195. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  196. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  197. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  198. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  199. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  200. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  201. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  202. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  203. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  204. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  205. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  206. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  207. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  208. io.KeyMap[ImGuiKey_A] = SDLK_a;
  209. io.KeyMap[ImGuiKey_C] = SDLK_c;
  210. io.KeyMap[ImGuiKey_V] = SDLK_v;
  211. io.KeyMap[ImGuiKey_X] = SDLK_x;
  212. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  213. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  214. 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.
  215. io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
  216. io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
  217. io.ClipboardUserData = NULL;
  218. #ifdef _WIN32
  219. SDL_SysWMinfo wmInfo;
  220. SDL_VERSION(&wmInfo.version);
  221. SDL_GetWindowWMInfo(window, &wmInfo);
  222. io.ImeWindowHandle = wmInfo.info.win.window;
  223. #else
  224. (void)window;
  225. #endif
  226. return true;
  227. }
  228. void ImGui_ImplSdlGL2_Shutdown()
  229. {
  230. ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  231. ImGui::Shutdown();
  232. }
  233. void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
  234. {
  235. if (!g_FontTexture)
  236. ImGui_ImplSdlGL2_CreateDeviceObjects();
  237. ImGuiIO& io = ImGui::GetIO();
  238. // Setup display size (every frame to accommodate for window resizing)
  239. int w, h;
  240. int display_w, display_h;
  241. SDL_GetWindowSize(window, &w, &h);
  242. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  243. io.DisplaySize = ImVec2((float)w, (float)h);
  244. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  245. // Setup time step
  246. Uint32 time = SDL_GetTicks();
  247. double current_time = time / 1000.0;
  248. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  249. g_Time = current_time;
  250. // Setup inputs
  251. // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
  252. int mx, my;
  253. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  254. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  255. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  256. else
  257. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  258. 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.
  259. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  260. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  261. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  262. io.MouseHorizWheel = g_MouseHorizWheel;
  263. io.MouseWheel = g_MouseWheel;
  264. g_MouseWheel = g_MouseHorizWheel = 0.0f;
  265. // Hide OS mouse cursor if ImGui is drawing it
  266. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  267. // 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.
  268. ImGui::NewFrame();
  269. }