imgui_impl_sdl_gl2.cpp 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340
  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. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
  19. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  20. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  21. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  22. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  23. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  24. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
  25. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  26. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  27. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  28. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  29. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  30. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  31. #include <SDL.h>
  32. #include <SDL_syswm.h>
  33. #include <SDL_opengl.h>
  34. #include "imgui.h"
  35. #include "imgui_impl_sdl_gl2.h"
  36. // Data
  37. static Uint64 g_Time = 0;
  38. static bool g_MousePressed[3] = { false, false, false };
  39. static GLuint g_FontTexture = 0;
  40. static SDL_Cursor *g_SdlCursorMap[ImGuiMouseCursor_Count_];
  41. // OpenGL2 Render function.
  42. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  43. // 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.
  44. void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data)
  45. {
  46. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  47. ImGuiIO& io = ImGui::GetIO();
  48. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  49. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  50. if (fb_width == 0 || fb_height == 0)
  51. return;
  52. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  53. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  54. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  55. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  56. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  57. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  58. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  59. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  60. glEnable(GL_BLEND);
  61. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  62. glDisable(GL_CULL_FACE);
  63. glDisable(GL_DEPTH_TEST);
  64. glEnable(GL_SCISSOR_TEST);
  65. glEnableClientState(GL_VERTEX_ARRAY);
  66. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  67. glEnableClientState(GL_COLOR_ARRAY);
  68. glEnable(GL_TEXTURE_2D);
  69. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  70. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  71. // Setup viewport, orthographic projection matrix
  72. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  73. glMatrixMode(GL_PROJECTION);
  74. glPushMatrix();
  75. glLoadIdentity();
  76. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  77. glMatrixMode(GL_MODELVIEW);
  78. glPushMatrix();
  79. glLoadIdentity();
  80. // Render command lists
  81. for (int n = 0; n < draw_data->CmdListsCount; n++)
  82. {
  83. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  84. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  85. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  86. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  87. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  88. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  89. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  90. {
  91. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  92. if (pcmd->UserCallback)
  93. {
  94. pcmd->UserCallback(cmd_list, pcmd);
  95. }
  96. else
  97. {
  98. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  99. 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));
  100. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  101. }
  102. idx_buffer += pcmd->ElemCount;
  103. }
  104. }
  105. // Restore modified state
  106. glDisableClientState(GL_COLOR_ARRAY);
  107. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  108. glDisableClientState(GL_VERTEX_ARRAY);
  109. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  110. glMatrixMode(GL_MODELVIEW);
  111. glPopMatrix();
  112. glMatrixMode(GL_PROJECTION);
  113. glPopMatrix();
  114. glPopAttrib();
  115. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  116. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  117. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  118. }
  119. static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
  120. {
  121. return SDL_GetClipboardText();
  122. }
  123. static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
  124. {
  125. SDL_SetClipboardText(text);
  126. }
  127. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  128. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  129. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  130. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  131. bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
  132. {
  133. ImGuiIO& io = ImGui::GetIO();
  134. switch (event->type)
  135. {
  136. case SDL_MOUSEWHEEL:
  137. {
  138. if (event->wheel.x > 0) io.MouseWheelH += 1;
  139. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  140. if (event->wheel.y > 0) io.MouseWheel += 1;
  141. if (event->wheel.y < 0) io.MouseWheel -= 1;
  142. return true;
  143. }
  144. case SDL_MOUSEBUTTONDOWN:
  145. {
  146. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  147. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  148. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  149. return true;
  150. }
  151. case SDL_TEXTINPUT:
  152. {
  153. io.AddInputCharactersUTF8(event->text.text);
  154. return true;
  155. }
  156. case SDL_KEYDOWN:
  157. case SDL_KEYUP:
  158. {
  159. int key = event->key.keysym.scancode;
  160. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  161. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  162. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  163. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  164. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  165. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  166. return true;
  167. }
  168. }
  169. return false;
  170. }
  171. bool ImGui_ImplSdlGL2_CreateDeviceObjects()
  172. {
  173. // Build texture atlas
  174. ImGuiIO& io = ImGui::GetIO();
  175. unsigned char* pixels;
  176. int width, height;
  177. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  178. // Upload texture to graphics system
  179. GLint last_texture;
  180. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  181. glGenTextures(1, &g_FontTexture);
  182. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  183. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  184. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  185. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  186. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  187. // Store our identifier
  188. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  189. // Restore state
  190. glBindTexture(GL_TEXTURE_2D, last_texture);
  191. return true;
  192. }
  193. void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
  194. {
  195. if (g_FontTexture)
  196. {
  197. glDeleteTextures(1, &g_FontTexture);
  198. ImGui::GetIO().Fonts->TexID = 0;
  199. g_FontTexture = 0;
  200. }
  201. }
  202. bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
  203. {
  204. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  205. ImGuiIO& io = ImGui::GetIO();
  206. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  207. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  208. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  209. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  210. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  211. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  212. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  213. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  214. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  215. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  216. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  217. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  218. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  219. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  220. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  221. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  222. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  223. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  224. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  225. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  226. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  227. io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
  228. io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
  229. io.ClipboardUserData = NULL;
  230. g_SdlCursorMap[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  231. g_SdlCursorMap[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  232. g_SdlCursorMap[ImGuiMouseCursor_Move] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
  233. g_SdlCursorMap[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  234. g_SdlCursorMap[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  235. g_SdlCursorMap[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  236. g_SdlCursorMap[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  237. #ifdef _WIN32
  238. SDL_SysWMinfo wmInfo;
  239. SDL_VERSION(&wmInfo.version);
  240. SDL_GetWindowWMInfo(window, &wmInfo);
  241. io.ImeWindowHandle = wmInfo.info.win.window;
  242. #else
  243. (void)window;
  244. #endif
  245. return true;
  246. }
  247. void ImGui_ImplSdlGL2_Shutdown()
  248. {
  249. ImGui_ImplSdlGL2_InvalidateDeviceObjects();
  250. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  251. SDL_FreeCursor(g_SdlCursorMap[cursor_n]);
  252. }
  253. void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
  254. {
  255. if (!g_FontTexture)
  256. ImGui_ImplSdlGL2_CreateDeviceObjects();
  257. ImGuiIO& io = ImGui::GetIO();
  258. // Setup display size (every frame to accommodate for window resizing)
  259. int w, h;
  260. int display_w, display_h;
  261. SDL_GetWindowSize(window, &w, &h);
  262. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  263. io.DisplaySize = ImVec2((float)w, (float)h);
  264. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  265. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  266. static Uint64 frequency = SDL_GetPerformanceFrequency();
  267. Uint64 current_time = SDL_GetPerformanceCounter();
  268. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  269. g_Time = current_time;
  270. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  271. int mx, my;
  272. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  273. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  274. 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.
  275. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  276. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  277. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  278. // 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)
  279. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  280. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  281. io.MousePos = ImVec2((float)mx, (float)my);
  282. bool any_mouse_button_down = false;
  283. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  284. any_mouse_button_down |= io.MouseDown[n];
  285. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  286. SDL_CaptureMouse(SDL_TRUE);
  287. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  288. SDL_CaptureMouse(SDL_FALSE);
  289. #else
  290. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  291. io.MousePos = ImVec2((float)mx, (float)my);
  292. #endif
  293. // Hide OS mouse cursor if ImGui is drawing it
  294. if (io.MouseDrawCursor)
  295. SDL_ShowCursor(0);
  296. else
  297. {
  298. SDL_Cursor *cursor = g_SdlCursorMap[ImGui::GetMouseCursor()];
  299. SDL_SetCursor(cursor);
  300. SDL_ShowCursor(1);
  301. }
  302. // 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.
  303. ImGui::NewFrame();
  304. }