imgui_impl_sdl_gl2.cpp 14 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. #include <SDL.h>
  17. #include <SDL_syswm.h>
  18. #include <SDL_opengl.h>
  19. #include "imgui.h"
  20. #include "imgui_impl_sdl_gl2.h"
  21. // Data
  22. static Uint64 g_Time = 0;
  23. static bool g_MousePressed[3] = { false, false, false };
  24. static GLuint g_FontTexture = 0;
  25. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  26. // 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.
  27. // 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)
  28. void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data)
  29. {
  30. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  31. ImGuiIO& io = ImGui::GetIO();
  32. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  33. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  34. if (fb_width == 0 || fb_height == 0)
  35. return;
  36. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  37. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  38. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  39. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  40. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  41. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  42. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  43. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  44. glEnable(GL_BLEND);
  45. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  46. glDisable(GL_CULL_FACE);
  47. glDisable(GL_DEPTH_TEST);
  48. glEnable(GL_SCISSOR_TEST);
  49. glEnableClientState(GL_VERTEX_ARRAY);
  50. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  51. glEnableClientState(GL_COLOR_ARRAY);
  52. glEnable(GL_TEXTURE_2D);
  53. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  54. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  55. // Setup viewport, orthographic projection matrix
  56. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  57. glMatrixMode(GL_PROJECTION);
  58. glPushMatrix();
  59. glLoadIdentity();
  60. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  61. glMatrixMode(GL_MODELVIEW);
  62. glPushMatrix();
  63. glLoadIdentity();
  64. // Render command lists
  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 + IM_OFFSETOF(ImDrawVert, pos)));
  71. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  72. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_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. // Restore modified state
  90. glDisableClientState(GL_COLOR_ARRAY);
  91. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  92. glDisableClientState(GL_VERTEX_ARRAY);
  93. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  94. glMatrixMode(GL_MODELVIEW);
  95. glPopMatrix();
  96. glMatrixMode(GL_PROJECTION);
  97. glPopMatrix();
  98. glPopAttrib();
  99. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  100. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  101. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  102. }
  103. static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
  104. {
  105. return SDL_GetClipboardText();
  106. }
  107. static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
  108. {
  109. SDL_SetClipboardText(text);
  110. }
  111. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  112. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  113. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  114. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  115. bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
  116. {
  117. ImGuiIO& io = ImGui::GetIO();
  118. switch (event->type)
  119. {
  120. case SDL_MOUSEWHEEL:
  121. {
  122. if (event->wheel.x > 0) io.MouseWheelH += 1;
  123. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  124. if (event->wheel.y > 0) io.MouseWheel += 1;
  125. if (event->wheel.y < 0) io.MouseWheel -= 1;
  126. return true;
  127. }
  128. case SDL_MOUSEBUTTONDOWN:
  129. {
  130. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  131. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  132. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  133. return true;
  134. }
  135. case SDL_TEXTINPUT:
  136. {
  137. io.AddInputCharactersUTF8(event->text.text);
  138. return true;
  139. }
  140. case SDL_KEYDOWN:
  141. case SDL_KEYUP:
  142. {
  143. int key = event->key.keysym.scancode;
  144. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  145. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  146. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  147. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  148. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  149. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  150. return true;
  151. }
  152. }
  153. return false;
  154. }
  155. bool ImGui_ImplSdlGL2_CreateDeviceObjects()
  156. {
  157. // Build texture atlas
  158. ImGuiIO& io = ImGui::GetIO();
  159. unsigned char* pixels;
  160. int width, height;
  161. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  162. // Upload texture to graphics system
  163. GLint last_texture;
  164. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  165. glGenTextures(1, &g_FontTexture);
  166. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  167. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  168. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  169. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  170. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  171. // Store our identifier
  172. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  173. // Restore state
  174. glBindTexture(GL_TEXTURE_2D, last_texture);
  175. return true;
  176. }
  177. void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
  178. {
  179. if (g_FontTexture)
  180. {
  181. glDeleteTextures(1, &g_FontTexture);
  182. ImGui::GetIO().Fonts->TexID = 0;
  183. g_FontTexture = 0;
  184. }
  185. }
  186. bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
  187. {
  188. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  189. ImGuiIO& io = ImGui::GetIO();
  190. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  191. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  192. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  193. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  194. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  195. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  196. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  197. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  198. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  199. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  200. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  201. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  202. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  203. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  204. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  205. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  206. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  207. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  208. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  209. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  210. 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.
  211. io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
  212. io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
  213. io.ClipboardUserData = NULL;
  214. #ifdef _WIN32
  215. SDL_SysWMinfo wmInfo;
  216. SDL_VERSION(&wmInfo.version);
  217. SDL_GetWindowWMInfo(window, &wmInfo);
  218. io.ImeWindowHandle = wmInfo.info.win.window;
  219. #else
  220. (void)window;
  221. #endif
  222. return true;
  223. }
  224. void ImGui_ImplSdlGL2_Shutdown()
  225. {
  226. ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  227. ImGui::Shutdown();
  228. }
  229. void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
  230. {
  231. if (!g_FontTexture)
  232. ImGui_ImplSdlGL2_CreateDeviceObjects();
  233. ImGuiIO& io = ImGui::GetIO();
  234. // Setup display size (every frame to accommodate for window resizing)
  235. int w, h;
  236. int display_w, display_h;
  237. SDL_GetWindowSize(window, &w, &h);
  238. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  239. io.DisplaySize = ImVec2((float)w, (float)h);
  240. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  241. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  242. static Uint64 frequency = SDL_GetPerformanceFrequency();
  243. Uint64 current_time = SDL_GetPerformanceCounter();
  244. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  245. g_Time = current_time;
  246. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  247. int mx, my;
  248. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  249. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  250. 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.
  251. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  252. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  253. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  254. // 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)
  255. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  256. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  257. io.MousePos = ImVec2((float)mx, (float)my);
  258. bool any_mouse_button_down = false;
  259. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  260. any_mouse_button_down |= io.MouseDown[n];
  261. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  262. SDL_CaptureMouse(SDL_TRUE);
  263. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  264. SDL_CaptureMouse(SDL_FALSE);
  265. #else
  266. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  267. io.MousePos = ImVec2((float)mx, (float)my);
  268. #endif
  269. // Hide OS mouse cursor if ImGui is drawing it
  270. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  271. // 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.
  272. ImGui::NewFrame();
  273. }