imgui_impl_sdl.cpp 11 KB

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  1. // ImGui SDL2 binding with OpenGL
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
  4. // If you are not sure what that means, prefer using the code in sdl_opengl3_example.
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  7. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. #include <SDL.h>
  10. #include <SDL_syswm.h>
  11. #include <SDL_opengl.h>
  12. #include <imgui.h>
  13. #include "imgui_impl_sdl.h"
  14. // Data
  15. static double g_Time = 0.0f;
  16. static bool g_MousePressed[3] = { false, false, false };
  17. static float g_MouseWheel = 0.0f;
  18. static GLuint g_FontTexture = 0;
  19. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  20. // If text or lines are blurry when integrating ImGui in your engine:
  21. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  22. void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
  23. {
  24. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  25. ImGuiIO& io = ImGui::GetIO();
  26. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  27. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  28. if (fb_width == 0 || fb_height == 0)
  29. return;
  30. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  31. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  32. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
  33. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  34. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  35. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  36. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  37. glEnable(GL_BLEND);
  38. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  39. glDisable(GL_CULL_FACE);
  40. glDisable(GL_DEPTH_TEST);
  41. glEnable(GL_SCISSOR_TEST);
  42. glEnableClientState(GL_VERTEX_ARRAY);
  43. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  44. glEnableClientState(GL_COLOR_ARRAY);
  45. glEnable(GL_TEXTURE_2D);
  46. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
  47. // Setup viewport, orthographic projection matrix
  48. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  49. glMatrixMode(GL_PROJECTION);
  50. glPushMatrix();
  51. glLoadIdentity();
  52. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  53. glMatrixMode(GL_MODELVIEW);
  54. glPushMatrix();
  55. glLoadIdentity();
  56. // Render command lists
  57. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  58. for (int n = 0; n < draw_data->CmdListsCount; n++)
  59. {
  60. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  61. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  62. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  63. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
  64. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
  65. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
  66. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  67. {
  68. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  69. if (pcmd->UserCallback)
  70. {
  71. pcmd->UserCallback(cmd_list, pcmd);
  72. }
  73. else
  74. {
  75. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  76. 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));
  77. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  78. }
  79. idx_buffer += pcmd->ElemCount;
  80. }
  81. }
  82. #undef OFFSETOF
  83. // Restore modified state
  84. glDisableClientState(GL_COLOR_ARRAY);
  85. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  86. glDisableClientState(GL_VERTEX_ARRAY);
  87. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  88. glMatrixMode(GL_MODELVIEW);
  89. glPopMatrix();
  90. glMatrixMode(GL_PROJECTION);
  91. glPopMatrix();
  92. glPopAttrib();
  93. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  94. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  95. }
  96. static const char* ImGui_ImplSdl_GetClipboardText(void*)
  97. {
  98. return SDL_GetClipboardText();
  99. }
  100. static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
  101. {
  102. SDL_SetClipboardText(text);
  103. }
  104. bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
  105. {
  106. ImGuiIO& io = ImGui::GetIO();
  107. switch (event->type)
  108. {
  109. case SDL_MOUSEWHEEL:
  110. {
  111. if (event->wheel.y > 0)
  112. g_MouseWheel = 1;
  113. if (event->wheel.y < 0)
  114. g_MouseWheel = -1;
  115. return true;
  116. }
  117. case SDL_MOUSEBUTTONDOWN:
  118. {
  119. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  120. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  121. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  122. return true;
  123. }
  124. case SDL_TEXTINPUT:
  125. {
  126. io.AddInputCharactersUTF8(event->text.text);
  127. return true;
  128. }
  129. case SDL_KEYDOWN:
  130. case SDL_KEYUP:
  131. {
  132. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  133. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  134. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  135. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  136. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  137. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  138. return true;
  139. }
  140. }
  141. return false;
  142. }
  143. bool ImGui_ImplSdl_CreateDeviceObjects()
  144. {
  145. // Build texture atlas
  146. ImGuiIO& io = ImGui::GetIO();
  147. unsigned char* pixels;
  148. int width, height;
  149. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  150. // Upload texture to graphics system
  151. GLint last_texture;
  152. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  153. glGenTextures(1, &g_FontTexture);
  154. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  155. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  156. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  157. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  158. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  159. // Store our identifier
  160. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  161. // Restore state
  162. glBindTexture(GL_TEXTURE_2D, last_texture);
  163. return true;
  164. }
  165. void ImGui_ImplSdl_InvalidateDeviceObjects()
  166. {
  167. if (g_FontTexture)
  168. {
  169. glDeleteTextures(1, &g_FontTexture);
  170. ImGui::GetIO().Fonts->TexID = 0;
  171. g_FontTexture = 0;
  172. }
  173. }
  174. bool ImGui_ImplSdl_Init(SDL_Window* window)
  175. {
  176. ImGuiIO& io = ImGui::GetIO();
  177. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  178. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  179. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  180. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  181. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  182. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  183. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  184. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  185. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  186. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  187. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  188. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  189. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  190. io.KeyMap[ImGuiKey_A] = SDLK_a;
  191. io.KeyMap[ImGuiKey_C] = SDLK_c;
  192. io.KeyMap[ImGuiKey_V] = SDLK_v;
  193. io.KeyMap[ImGuiKey_X] = SDLK_x;
  194. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  195. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  196. 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.
  197. io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
  198. io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
  199. io.ClipboardUserData = NULL;
  200. #ifdef _WIN32
  201. SDL_SysWMinfo wmInfo;
  202. SDL_VERSION(&wmInfo.version);
  203. SDL_GetWindowWMInfo(window, &wmInfo);
  204. io.ImeWindowHandle = wmInfo.info.win.window;
  205. #else
  206. (void)window;
  207. #endif
  208. return true;
  209. }
  210. void ImGui_ImplSdl_Shutdown()
  211. {
  212. ImGui_ImplSdl_InvalidateDeviceObjects();
  213. ImGui::Shutdown();
  214. }
  215. void ImGui_ImplSdl_NewFrame(SDL_Window *window)
  216. {
  217. if (!g_FontTexture)
  218. ImGui_ImplSdl_CreateDeviceObjects();
  219. ImGuiIO& io = ImGui::GetIO();
  220. // Setup display size (every frame to accommodate for window resizing)
  221. int w, h;
  222. int display_w, display_h;
  223. SDL_GetWindowSize(window, &w, &h);
  224. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  225. io.DisplaySize = ImVec2((float)w, (float)h);
  226. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  227. // Setup time step
  228. Uint32 time = SDL_GetTicks();
  229. double current_time = time / 1000.0;
  230. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  231. g_Time = current_time;
  232. // Setup inputs
  233. // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
  234. int mx, my;
  235. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  236. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  237. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  238. else
  239. io.MousePos = ImVec2(-1,-1);
  240. 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.
  241. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  242. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  243. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  244. io.MouseWheel = g_MouseWheel;
  245. g_MouseWheel = 0.0f;
  246. // Hide OS mouse cursor if ImGui is drawing it
  247. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  248. // Start the frame
  249. ImGui::NewFrame();
  250. }