imgui_impl_allegro5.cpp 12 KB

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  1. // ImGui Renderer + Platform Binding for: Allegro 5
  2. // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
  3. // Implemented features:
  4. // [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // Missing features:
  6. // [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  9. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui, Original code by @birthggd
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
  14. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  15. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  16. #include <stdint.h> // uint64_t
  17. #include <cstring> // memcpy
  18. #include "imgui.h"
  19. #include "imgui_impl_allegro5.h"
  20. #include <allegro5/allegro.h>
  21. #include <allegro5/allegro_primitives.h>
  22. #ifdef _WIN32
  23. #include <allegro5/allegro_windows.h>
  24. #endif
  25. // Data
  26. static ALLEGRO_DISPLAY* g_Display = NULL;
  27. static ALLEGRO_BITMAP* g_Texture = NULL;
  28. static double g_Time = 0.0;
  29. static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
  30. static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
  31. struct ImDrawVertAllegro
  32. {
  33. ImVec2 pos;
  34. ImVec2 uv;
  35. ALLEGRO_COLOR col;
  36. };
  37. // Render function.
  38. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  39. void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
  40. {
  41. int op, src, dst;
  42. al_get_blender(&op, &src, &dst);
  43. al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
  44. for (int n = 0; n < draw_data->CmdListsCount; n++)
  45. {
  46. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  47. // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
  48. static ImVector<ImDrawVertAllegro> vertices;
  49. vertices.resize(cmd_list->VtxBuffer.Size);
  50. for (int i = 0; i < cmd_list->VtxBuffer.Size; ++i)
  51. {
  52. const ImDrawVert &dv = cmd_list->VtxBuffer[i];
  53. ImDrawVertAllegro v;
  54. v.pos = dv.pos;
  55. v.uv = dv.uv;
  56. unsigned char *c = (unsigned char*)&dv.col;
  57. v.col = al_map_rgba(c[0], c[1], c[2], c[3]);
  58. vertices[i] = v;
  59. }
  60. // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices
  61. // You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
  62. static ImVector<int> indices;
  63. indices.resize(cmd_list->IdxBuffer.Size);
  64. for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
  65. indices[i] = (int)cmd_list->IdxBuffer.Data[i];
  66. int idx_offset = 0;
  67. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  68. {
  69. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  70. if (pcmd->UserCallback)
  71. {
  72. pcmd->UserCallback(cmd_list, pcmd);
  73. }
  74. else
  75. {
  76. ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
  77. al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
  78. al_draw_indexed_prim(&vertices[0], g_VertexDecl, texture, &indices[idx_offset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
  79. }
  80. idx_offset += pcmd->ElemCount;
  81. }
  82. }
  83. // Restore modified state
  84. al_set_blender(op, src, dst);
  85. al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display));
  86. }
  87. bool ImGui_ImplAllegro5_CreateDeviceObjects()
  88. {
  89. // Build texture atlas
  90. ImGuiIO &io = ImGui::GetIO();
  91. unsigned char *pixels;
  92. int width, height;
  93. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  94. // Create texture
  95. int flags = al_get_new_bitmap_flags();
  96. int fmt = al_get_new_bitmap_format();
  97. al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
  98. al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
  99. ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
  100. al_set_new_bitmap_flags(flags);
  101. al_set_new_bitmap_format(fmt);
  102. if (!img)
  103. return false;
  104. ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
  105. if (!locked_img)
  106. {
  107. al_destroy_bitmap(img);
  108. return false;
  109. }
  110. memcpy(locked_img->data, pixels, sizeof(int)*width*height);
  111. al_unlock_bitmap(img);
  112. // Convert software texture to hardware texture.
  113. ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
  114. al_destroy_bitmap(img);
  115. if (!cloned_img)
  116. return false;
  117. // Store our identifier
  118. io.Fonts->TexID = (void*)cloned_img;
  119. g_Texture = cloned_img;
  120. // Create an invisible mouse cursor
  121. // Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
  122. ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
  123. g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
  124. al_destroy_bitmap(mouse_cursor);
  125. return true;
  126. }
  127. void ImGui_ImplAllegro5_InvalidateDeviceObjects()
  128. {
  129. if (g_Texture)
  130. {
  131. al_destroy_bitmap(g_Texture);
  132. ImGui::GetIO().Fonts->TexID = NULL;
  133. g_Texture = NULL;
  134. }
  135. if (g_MouseCursorInvisible)
  136. {
  137. al_destroy_mouse_cursor(g_MouseCursorInvisible);
  138. g_MouseCursorInvisible = NULL;
  139. }
  140. }
  141. bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
  142. {
  143. g_Display = display;
  144. // Create custom vertex declaration.
  145. // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
  146. // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
  147. ALLEGRO_VERTEX_ELEMENT elems[] =
  148. {
  149. { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
  150. { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
  151. { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
  152. { 0, 0, 0 }
  153. };
  154. g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
  155. ImGuiIO& io = ImGui::GetIO();
  156. io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
  157. io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
  158. io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
  159. io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
  160. io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
  161. io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
  162. io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
  163. io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
  164. io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
  165. io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
  166. io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
  167. io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
  168. io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
  169. io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
  170. io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
  171. io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
  172. io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
  173. io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
  174. io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
  175. io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
  176. io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
  177. return true;
  178. }
  179. void ImGui_ImplAllegro5_Shutdown()
  180. {
  181. ImGui_ImplAllegro5_InvalidateDeviceObjects();
  182. }
  183. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  184. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  185. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  186. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  187. bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
  188. {
  189. ImGuiIO &io = ImGui::GetIO();
  190. switch (ev->type)
  191. {
  192. case ALLEGRO_EVENT_MOUSE_AXES:
  193. io.MouseWheel += ev->mouse.dz;
  194. io.MouseWheelH += ev->mouse.dw;
  195. return true;
  196. case ALLEGRO_EVENT_KEY_CHAR:
  197. if (ev->keyboard.display == g_Display)
  198. if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
  199. io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
  200. return true;
  201. case ALLEGRO_EVENT_KEY_DOWN:
  202. case ALLEGRO_EVENT_KEY_UP:
  203. if (ev->keyboard.display == g_Display)
  204. io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
  205. return true;
  206. }
  207. return false;
  208. }
  209. void ImGui_ImplAllegro5_NewFrame()
  210. {
  211. if (!g_Texture)
  212. ImGui_ImplAllegro5_CreateDeviceObjects();
  213. ImGuiIO &io = ImGui::GetIO();
  214. // Setup display size (every frame to accommodate for window resizing)
  215. int w, h;
  216. w = al_get_display_width(g_Display);
  217. h = al_get_display_height(g_Display);
  218. io.DisplaySize = ImVec2((float)w, (float)h);
  219. // Setup time step
  220. double current_time = al_get_time();
  221. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  222. g_Time = current_time;
  223. // Setup inputs
  224. ALLEGRO_KEYBOARD_STATE keys;
  225. al_get_keyboard_state(&keys);
  226. io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
  227. io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
  228. io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
  229. io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
  230. ALLEGRO_MOUSE_STATE mouse;
  231. if (keys.display == g_Display)
  232. {
  233. al_get_mouse_state(&mouse);
  234. io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
  235. }
  236. else
  237. {
  238. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  239. }
  240. al_get_mouse_state(&mouse);
  241. io.MouseDown[0] = mouse.buttons & (1 << 0);
  242. io.MouseDown[1] = mouse.buttons & (1 << 1);
  243. io.MouseDown[2] = mouse.buttons & (1 << 2);
  244. // Hide OS mouse cursor if ImGui is drawing it
  245. if (io.MouseDrawCursor)
  246. {
  247. al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
  248. }
  249. else
  250. {
  251. ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
  252. switch (ImGui::GetMouseCursor())
  253. {
  254. case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
  255. case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
  256. case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
  257. case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
  258. case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
  259. case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
  260. }
  261. al_set_system_mouse_cursor(g_Display, cursor_id);
  262. }
  263. // 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.
  264. ImGui::NewFrame();
  265. }