imgui_impl_sdl.cpp 10.0 KB

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  1. // ImGui SDL2 binding with OpenGL
  2. // You can copy and use unmodified imgui_impl_* files in your project.
  3. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  4. // See main.cpp for an example of using this.
  5. // https://github.com/ocornut/imgui
  6. #include <SDL.h>
  7. #include <SDL_syswm.h>
  8. #include <SDL_opengl.h>
  9. #include <imgui.h>
  10. #include "imgui_impl_sdl.h"
  11. // Data
  12. static double g_Time = 0.0f;
  13. static bool g_MousePressed[3] = { false, false, false };
  14. static float g_MouseWheel = 0.0f;
  15. static GLuint g_FontTexture = 0;
  16. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  17. // If text or lines are blurry when integrating ImGui in your engine:
  18. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  19. void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
  20. {
  21. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  22. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
  23. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  24. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  25. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  26. glEnable(GL_BLEND);
  27. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  28. glDisable(GL_CULL_FACE);
  29. glDisable(GL_DEPTH_TEST);
  30. glEnable(GL_SCISSOR_TEST);
  31. glEnableClientState(GL_VERTEX_ARRAY);
  32. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  33. glEnableClientState(GL_COLOR_ARRAY);
  34. glEnable(GL_TEXTURE_2D);
  35. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
  36. // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
  37. ImGuiIO& io = ImGui::GetIO();
  38. float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
  39. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  40. // Setup viewport, orthographic projection matrix
  41. glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
  42. glMatrixMode(GL_PROJECTION);
  43. glPushMatrix();
  44. glLoadIdentity();
  45. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  46. glMatrixMode(GL_MODELVIEW);
  47. glPushMatrix();
  48. glLoadIdentity();
  49. // Render command lists
  50. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  51. for (int n = 0; n < draw_data->CmdListsCount; n++)
  52. {
  53. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  54. const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
  55. const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
  56. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
  57. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
  58. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
  59. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
  60. {
  61. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  62. if (pcmd->UserCallback)
  63. {
  64. pcmd->UserCallback(cmd_list, pcmd);
  65. }
  66. else
  67. {
  68. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  69. 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));
  70. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
  71. }
  72. idx_buffer += pcmd->ElemCount;
  73. }
  74. }
  75. #undef OFFSETOF
  76. // Restore modified state
  77. glDisableClientState(GL_COLOR_ARRAY);
  78. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  79. glDisableClientState(GL_VERTEX_ARRAY);
  80. glBindTexture(GL_TEXTURE_2D, last_texture);
  81. glMatrixMode(GL_MODELVIEW);
  82. glPopMatrix();
  83. glMatrixMode(GL_PROJECTION);
  84. glPopMatrix();
  85. glPopAttrib();
  86. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  87. }
  88. static const char* ImGui_ImplSdl_GetClipboardText()
  89. {
  90. return SDL_GetClipboardText();
  91. }
  92. static void ImGui_ImplSdl_SetClipboardText(const char* text)
  93. {
  94. SDL_SetClipboardText(text);
  95. }
  96. bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
  97. {
  98. ImGuiIO& io = ImGui::GetIO();
  99. switch (event->type)
  100. {
  101. case SDL_MOUSEWHEEL:
  102. {
  103. if (event->wheel.y > 0)
  104. g_MouseWheel = 1;
  105. if (event->wheel.y < 0)
  106. g_MouseWheel = -1;
  107. return true;
  108. }
  109. case SDL_MOUSEBUTTONDOWN:
  110. {
  111. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  112. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  113. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  114. return true;
  115. }
  116. case SDL_TEXTINPUT:
  117. {
  118. ImGuiIO& io = ImGui::GetIO();
  119. io.AddInputCharactersUTF8(event->text.text);
  120. return true;
  121. }
  122. case SDL_KEYDOWN:
  123. case SDL_KEYUP:
  124. {
  125. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  126. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  127. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  128. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  129. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  130. return true;
  131. }
  132. }
  133. return false;
  134. }
  135. bool ImGui_ImplSdl_CreateDeviceObjects()
  136. {
  137. ImGuiIO& io = ImGui::GetIO();
  138. // Build texture
  139. unsigned char* pixels;
  140. int width, height;
  141. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  142. // Create texture
  143. glGenTextures(1, &g_FontTexture);
  144. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  145. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  146. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  147. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  148. // Store our identifier
  149. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  150. // Cleanup (don't clear the input data if you want to append new fonts later)
  151. io.Fonts->ClearInputData();
  152. io.Fonts->ClearTexData();
  153. return true;
  154. }
  155. void ImGui_ImplSdl_InvalidateDeviceObjects()
  156. {
  157. if (g_FontTexture)
  158. {
  159. glDeleteTextures(1, &g_FontTexture);
  160. ImGui::GetIO().Fonts->TexID = 0;
  161. g_FontTexture = 0;
  162. }
  163. }
  164. bool ImGui_ImplSdl_Init(SDL_Window *window)
  165. {
  166. ImGuiIO& io = ImGui::GetIO();
  167. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  168. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  169. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  170. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  171. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  172. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  173. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  174. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  175. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  176. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  177. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  178. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  179. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  180. io.KeyMap[ImGuiKey_A] = SDLK_a;
  181. io.KeyMap[ImGuiKey_C] = SDLK_c;
  182. io.KeyMap[ImGuiKey_V] = SDLK_v;
  183. io.KeyMap[ImGuiKey_X] = SDLK_x;
  184. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  185. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  186. 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.
  187. io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
  188. io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
  189. #ifdef _WIN32
  190. SDL_SysWMinfo wmInfo;
  191. SDL_VERSION(&wmInfo.version);
  192. SDL_GetWindowWMInfo(window, &wmInfo);
  193. io.ImeWindowHandle = wmInfo.info.win.window;
  194. #endif
  195. return true;
  196. }
  197. void ImGui_ImplSdl_Shutdown()
  198. {
  199. ImGui_ImplSdl_InvalidateDeviceObjects();
  200. ImGui::Shutdown();
  201. }
  202. void ImGui_ImplSdl_NewFrame(SDL_Window *window)
  203. {
  204. if (!g_FontTexture)
  205. ImGui_ImplSdl_CreateDeviceObjects();
  206. ImGuiIO& io = ImGui::GetIO();
  207. // Setup display size (every frame to accommodate for window resizing)
  208. int w, h;
  209. SDL_GetWindowSize(window, &w, &h);
  210. io.DisplaySize = ImVec2((float)w, (float)h);
  211. // Setup time step
  212. Uint32 time = SDL_GetTicks();
  213. double current_time = time / 1000.0;
  214. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  215. g_Time = current_time;
  216. // Setup inputs
  217. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  218. int mx, my;
  219. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  220. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  221. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  222. else
  223. io.MousePos = ImVec2(-1,-1);
  224. 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.
  225. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  226. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  227. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  228. io.MouseWheel = g_MouseWheel;
  229. g_MouseWheel = 0.0f;
  230. // Hide OS mouse cursor if ImGui is drawing it
  231. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  232. // Start the frame
  233. ImGui::NewFrame();
  234. }