rlImGui.cpp 25 KB

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  1. /**********************************************************************************************
  2. *
  3. * raylibExtras * Utilities and Shared Components for Raylib
  4. *
  5. * rlImGui * basic ImGui integration
  6. *
  7. * LICENSE: ZLIB
  8. *
  9. * Copyright (c) 2024 Jeffery Myers
  10. *
  11. * Permission is hereby granted, free of charge, to any person obtaining a copy
  12. * of this software and associated documentation files (the "Software"), to deal
  13. * in the Software without restriction, including without limitation the rights
  14. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  15. * copies of the Software, and to permit persons to whom the Software is
  16. * furnished to do so, subject to the following conditions:
  17. *
  18. * The above copyright notice and this permission notice shall be included in all
  19. * copies or substantial portions of the Software.
  20. *
  21. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  22. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  23. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  24. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  25. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  26. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  27. * SOFTWARE.
  28. *
  29. **********************************************************************************************/
  30. #include "rlImGui.h"
  31. #include "imgui_impl_raylib.h"
  32. #include "raylib.h"
  33. #include "rlgl.h"
  34. #include <math.h>
  35. #include <map>
  36. #include <limits>
  37. #include <cstdint>
  38. #ifndef NO_FONT_AWESOME
  39. #include "extras/FA6FreeSolidFontData.h"
  40. #endif
  41. static ImGuiMouseCursor CurrentMouseCursor = ImGuiMouseCursor_COUNT;
  42. static MouseCursor MouseCursorMap[ImGuiMouseCursor_COUNT];
  43. ImGuiContext* GlobalContext = nullptr;
  44. static std::map<KeyboardKey, ImGuiKey> RaylibKeyMap;
  45. static bool LastFrameFocused = false;
  46. static bool LastControlPressed = false;
  47. static bool LastShiftPressed = false;
  48. static bool LastAltPressed = false;
  49. static bool LastSuperPressed = false;
  50. // internal only functions
  51. bool rlImGuiIsControlDown() { return IsKeyDown(KEY_RIGHT_CONTROL) || IsKeyDown(KEY_LEFT_CONTROL); }
  52. bool rlImGuiIsShiftDown() { return IsKeyDown(KEY_RIGHT_SHIFT) || IsKeyDown(KEY_LEFT_SHIFT); }
  53. bool rlImGuiIsAltDown() { return IsKeyDown(KEY_RIGHT_ALT) || IsKeyDown(KEY_LEFT_ALT); }
  54. bool rlImGuiIsSuperDown() { return IsKeyDown(KEY_RIGHT_SUPER) || IsKeyDown(KEY_LEFT_SUPER); }
  55. void ReloadFonts(void)
  56. {
  57. ImGuiIO& io = ImGui::GetIO();
  58. unsigned char* pixels = nullptr;
  59. int width;
  60. int height;
  61. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, nullptr);
  62. Image image = GenImageColor(width, height, BLANK);
  63. memcpy(image.data, pixels, width * height * 4);
  64. Texture2D* fontTexture = (Texture2D*)io.Fonts->TexID;
  65. if (fontTexture && fontTexture->id != 0)
  66. {
  67. UnloadTexture(*fontTexture);
  68. MemFree(fontTexture);
  69. }
  70. fontTexture = (Texture2D*)MemAlloc(sizeof(Texture2D));
  71. *fontTexture = LoadTextureFromImage(image);
  72. UnloadImage(image);
  73. io.Fonts->TexID = fontTexture;
  74. }
  75. static const char* GetClipTextCallback(ImGuiContext*)
  76. {
  77. return GetClipboardText();
  78. }
  79. static void SetClipTextCallback(ImGuiContext*, const char* text)
  80. {
  81. SetClipboardText(text);
  82. }
  83. static void ImGuiNewFrame(float deltaTime)
  84. {
  85. ImGuiIO& io = ImGui::GetIO();
  86. Vector2 resolutionScale = GetWindowScaleDPI();
  87. #ifndef PLATFORM_DRM
  88. if (IsWindowFullscreen())
  89. {
  90. int monitor = GetCurrentMonitor();
  91. io.DisplaySize.x = float(GetMonitorWidth(monitor));
  92. io.DisplaySize.y = float(GetMonitorHeight(monitor));
  93. }
  94. else
  95. {
  96. io.DisplaySize.x = float(GetScreenWidth());
  97. io.DisplaySize.y = float(GetScreenHeight());
  98. }
  99. #if !defined(__APPLE__)
  100. if (!IsWindowState(FLAG_WINDOW_HIGHDPI))
  101. resolutionScale = Vector2{ 1,1 };
  102. #endif
  103. #else
  104. io.DisplaySize.x = float(GetScreenWidth());
  105. io.DisplaySize.y = float(GetScreenHeight());
  106. #endif
  107. io.DisplayFramebufferScale = ImVec2(resolutionScale.x, resolutionScale.y);
  108. io.DeltaTime = deltaTime;
  109. if (io.WantSetMousePos)
  110. {
  111. SetMousePosition((int)io.MousePos.x, (int)io.MousePos.y);
  112. }
  113. else
  114. {
  115. io.AddMousePosEvent((float)GetMouseX(), (float)GetMouseY());
  116. }
  117. auto setMouseEvent = [&io](int rayMouse, int imGuiMouse)
  118. {
  119. if (IsMouseButtonPressed(rayMouse))
  120. io.AddMouseButtonEvent(imGuiMouse, true);
  121. else if (IsMouseButtonReleased(rayMouse))
  122. io.AddMouseButtonEvent(imGuiMouse, false);
  123. };
  124. setMouseEvent(MOUSE_BUTTON_LEFT, ImGuiMouseButton_Left);
  125. setMouseEvent(MOUSE_BUTTON_RIGHT, ImGuiMouseButton_Right);
  126. setMouseEvent(MOUSE_BUTTON_MIDDLE, ImGuiMouseButton_Middle);
  127. setMouseEvent(MOUSE_BUTTON_FORWARD, ImGuiMouseButton_Middle+1);
  128. setMouseEvent(MOUSE_BUTTON_BACK, ImGuiMouseButton_Middle+2);
  129. {
  130. Vector2 mouseWheel = GetMouseWheelMoveV();
  131. io.AddMouseWheelEvent(mouseWheel.x, mouseWheel.y);
  132. }
  133. if (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_HasMouseCursors)
  134. {
  135. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
  136. {
  137. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  138. if (imgui_cursor != CurrentMouseCursor || io.MouseDrawCursor)
  139. {
  140. CurrentMouseCursor = imgui_cursor;
  141. if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
  142. {
  143. HideCursor();
  144. }
  145. else
  146. {
  147. ShowCursor();
  148. if (!(io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange))
  149. {
  150. SetMouseCursor((imgui_cursor > -1 && imgui_cursor < ImGuiMouseCursor_COUNT) ? MouseCursorMap[imgui_cursor] : MOUSE_CURSOR_DEFAULT);
  151. }
  152. }
  153. }
  154. }
  155. }
  156. }
  157. static void ImGuiTriangleVert(ImDrawVert& idx_vert)
  158. {
  159. Color* c;
  160. c = (Color*)&idx_vert.col;
  161. rlColor4ub(c->r, c->g, c->b, c->a);
  162. rlTexCoord2f(idx_vert.uv.x, idx_vert.uv.y);
  163. rlVertex2f(idx_vert.pos.x, idx_vert.pos.y);
  164. }
  165. static void ImGuiRenderTriangles(unsigned int count, int indexStart, const ImVector<ImDrawIdx>& indexBuffer, const ImVector<ImDrawVert>& vertBuffer, void* texturePtr)
  166. {
  167. if (count < 3)
  168. return;
  169. Texture* texture = (Texture*)texturePtr;
  170. unsigned int textureId = (texture == nullptr) ? 0 : texture->id;
  171. rlBegin(RL_TRIANGLES);
  172. rlSetTexture(textureId);
  173. for (unsigned int i = 0; i <= (count - 3); i += 3)
  174. {
  175. ImDrawIdx indexA = indexBuffer[indexStart + i];
  176. ImDrawIdx indexB = indexBuffer[indexStart + i + 1];
  177. ImDrawIdx indexC = indexBuffer[indexStart + i + 2];
  178. ImDrawVert vertexA = vertBuffer[indexA];
  179. ImDrawVert vertexB = vertBuffer[indexB];
  180. ImDrawVert vertexC = vertBuffer[indexC];
  181. ImGuiTriangleVert(vertexA);
  182. ImGuiTriangleVert(vertexB);
  183. ImGuiTriangleVert(vertexC);
  184. }
  185. rlEnd();
  186. }
  187. static void EnableScissor(float x, float y, float width, float height)
  188. {
  189. rlEnableScissorTest();
  190. ImGuiIO& io = ImGui::GetIO();
  191. ImVec2 scale = io.DisplayFramebufferScale;
  192. #if !defined(__APPLE__)
  193. if (!IsWindowState(FLAG_WINDOW_HIGHDPI))
  194. {
  195. scale.x = 1;
  196. scale.y = 1;
  197. }
  198. #endif
  199. rlScissor((int)(x * scale.x),
  200. int((io.DisplaySize.y - (int)(y + height)) * scale.y),
  201. (int)(width * scale.x),
  202. (int)(height * scale.y));
  203. }
  204. static void SetupMouseCursors(void)
  205. {
  206. MouseCursorMap[ImGuiMouseCursor_Arrow] = MOUSE_CURSOR_ARROW;
  207. MouseCursorMap[ImGuiMouseCursor_TextInput] = MOUSE_CURSOR_IBEAM;
  208. MouseCursorMap[ImGuiMouseCursor_Hand] = MOUSE_CURSOR_POINTING_HAND;
  209. MouseCursorMap[ImGuiMouseCursor_ResizeAll] = MOUSE_CURSOR_RESIZE_ALL;
  210. MouseCursorMap[ImGuiMouseCursor_ResizeEW] = MOUSE_CURSOR_RESIZE_EW;
  211. MouseCursorMap[ImGuiMouseCursor_ResizeNESW] = MOUSE_CURSOR_RESIZE_NESW;
  212. MouseCursorMap[ImGuiMouseCursor_ResizeNS] = MOUSE_CURSOR_RESIZE_NS;
  213. MouseCursorMap[ImGuiMouseCursor_ResizeNWSE] = MOUSE_CURSOR_RESIZE_NWSE;
  214. MouseCursorMap[ImGuiMouseCursor_NotAllowed] = MOUSE_CURSOR_NOT_ALLOWED;
  215. }
  216. void SetupFontAwesome(void)
  217. {
  218. #ifndef NO_FONT_AWESOME
  219. static const ImWchar icons_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
  220. ImFontConfig icons_config;
  221. icons_config.MergeMode = true;
  222. icons_config.PixelSnapH = true;
  223. icons_config.FontDataOwnedByAtlas = false;
  224. icons_config.GlyphMaxAdvanceX = std::numeric_limits<float>::max();
  225. icons_config.RasterizerMultiply = 1.0f;
  226. icons_config.OversampleH = 2;
  227. icons_config.OversampleV = 1;
  228. icons_config.GlyphRanges = icons_ranges;
  229. ImGuiIO& io = ImGui::GetIO();
  230. io.Fonts->AddFontFromMemoryCompressedTTF((void*)fa_solid_900_compressed_data, fa_solid_900_compressed_size, FONT_AWESOME_ICON_SIZE, &icons_config, icons_ranges);
  231. #endif
  232. }
  233. void SetupBackend(void)
  234. {
  235. ImGuiIO& io = ImGui::GetIO();
  236. io.BackendPlatformName = "imgui_impl_raylib";
  237. io.BackendFlags |= ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_HasSetMousePos;
  238. #ifndef PLATFORM_DRM
  239. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
  240. #endif
  241. io.MousePos = ImVec2(0, 0);
  242. ImGuiPlatformIO& platformIO = ImGui::GetPlatformIO();
  243. platformIO.Platform_SetClipboardTextFn = SetClipTextCallback;
  244. platformIO.Platform_GetClipboardTextFn = GetClipTextCallback;
  245. platformIO.Platform_ClipboardUserData = nullptr;
  246. }
  247. void rlImGuiEndInitImGui(void)
  248. {
  249. ImGui::SetCurrentContext(GlobalContext);
  250. SetupFontAwesome();
  251. SetupMouseCursors();
  252. SetupBackend();
  253. ReloadFonts();
  254. }
  255. static void SetupKeymap(void)
  256. {
  257. if (!RaylibKeyMap.empty())
  258. return;
  259. // build up a map of raylib keys to ImGuiKeys
  260. RaylibKeyMap[KEY_APOSTROPHE] = ImGuiKey_Apostrophe;
  261. RaylibKeyMap[KEY_COMMA] = ImGuiKey_Comma;
  262. RaylibKeyMap[KEY_MINUS] = ImGuiKey_Minus;
  263. RaylibKeyMap[KEY_PERIOD] = ImGuiKey_Period;
  264. RaylibKeyMap[KEY_SLASH] = ImGuiKey_Slash;
  265. RaylibKeyMap[KEY_ZERO] = ImGuiKey_0;
  266. RaylibKeyMap[KEY_ONE] = ImGuiKey_1;
  267. RaylibKeyMap[KEY_TWO] = ImGuiKey_2;
  268. RaylibKeyMap[KEY_THREE] = ImGuiKey_3;
  269. RaylibKeyMap[KEY_FOUR] = ImGuiKey_4;
  270. RaylibKeyMap[KEY_FIVE] = ImGuiKey_5;
  271. RaylibKeyMap[KEY_SIX] = ImGuiKey_6;
  272. RaylibKeyMap[KEY_SEVEN] = ImGuiKey_7;
  273. RaylibKeyMap[KEY_EIGHT] = ImGuiKey_8;
  274. RaylibKeyMap[KEY_NINE] = ImGuiKey_9;
  275. RaylibKeyMap[KEY_SEMICOLON] = ImGuiKey_Semicolon;
  276. RaylibKeyMap[KEY_EQUAL] = ImGuiKey_Equal;
  277. RaylibKeyMap[KEY_A] = ImGuiKey_A;
  278. RaylibKeyMap[KEY_B] = ImGuiKey_B;
  279. RaylibKeyMap[KEY_C] = ImGuiKey_C;
  280. RaylibKeyMap[KEY_D] = ImGuiKey_D;
  281. RaylibKeyMap[KEY_E] = ImGuiKey_E;
  282. RaylibKeyMap[KEY_F] = ImGuiKey_F;
  283. RaylibKeyMap[KEY_G] = ImGuiKey_G;
  284. RaylibKeyMap[KEY_H] = ImGuiKey_H;
  285. RaylibKeyMap[KEY_I] = ImGuiKey_I;
  286. RaylibKeyMap[KEY_J] = ImGuiKey_J;
  287. RaylibKeyMap[KEY_K] = ImGuiKey_K;
  288. RaylibKeyMap[KEY_L] = ImGuiKey_L;
  289. RaylibKeyMap[KEY_M] = ImGuiKey_M;
  290. RaylibKeyMap[KEY_N] = ImGuiKey_N;
  291. RaylibKeyMap[KEY_O] = ImGuiKey_O;
  292. RaylibKeyMap[KEY_P] = ImGuiKey_P;
  293. RaylibKeyMap[KEY_Q] = ImGuiKey_Q;
  294. RaylibKeyMap[KEY_R] = ImGuiKey_R;
  295. RaylibKeyMap[KEY_S] = ImGuiKey_S;
  296. RaylibKeyMap[KEY_T] = ImGuiKey_T;
  297. RaylibKeyMap[KEY_U] = ImGuiKey_U;
  298. RaylibKeyMap[KEY_V] = ImGuiKey_V;
  299. RaylibKeyMap[KEY_W] = ImGuiKey_W;
  300. RaylibKeyMap[KEY_X] = ImGuiKey_X;
  301. RaylibKeyMap[KEY_Y] = ImGuiKey_Y;
  302. RaylibKeyMap[KEY_Z] = ImGuiKey_Z;
  303. RaylibKeyMap[KEY_SPACE] = ImGuiKey_Space;
  304. RaylibKeyMap[KEY_ESCAPE] = ImGuiKey_Escape;
  305. RaylibKeyMap[KEY_ENTER] = ImGuiKey_Enter;
  306. RaylibKeyMap[KEY_TAB] = ImGuiKey_Tab;
  307. RaylibKeyMap[KEY_BACKSPACE] = ImGuiKey_Backspace;
  308. RaylibKeyMap[KEY_INSERT] = ImGuiKey_Insert;
  309. RaylibKeyMap[KEY_DELETE] = ImGuiKey_Delete;
  310. RaylibKeyMap[KEY_RIGHT] = ImGuiKey_RightArrow;
  311. RaylibKeyMap[KEY_LEFT] = ImGuiKey_LeftArrow;
  312. RaylibKeyMap[KEY_DOWN] = ImGuiKey_DownArrow;
  313. RaylibKeyMap[KEY_UP] = ImGuiKey_UpArrow;
  314. RaylibKeyMap[KEY_PAGE_UP] = ImGuiKey_PageUp;
  315. RaylibKeyMap[KEY_PAGE_DOWN] = ImGuiKey_PageDown;
  316. RaylibKeyMap[KEY_HOME] = ImGuiKey_Home;
  317. RaylibKeyMap[KEY_END] = ImGuiKey_End;
  318. RaylibKeyMap[KEY_CAPS_LOCK] = ImGuiKey_CapsLock;
  319. RaylibKeyMap[KEY_SCROLL_LOCK] = ImGuiKey_ScrollLock;
  320. RaylibKeyMap[KEY_NUM_LOCK] = ImGuiKey_NumLock;
  321. RaylibKeyMap[KEY_PRINT_SCREEN] = ImGuiKey_PrintScreen;
  322. RaylibKeyMap[KEY_PAUSE] = ImGuiKey_Pause;
  323. RaylibKeyMap[KEY_F1] = ImGuiKey_F1;
  324. RaylibKeyMap[KEY_F2] = ImGuiKey_F2;
  325. RaylibKeyMap[KEY_F3] = ImGuiKey_F3;
  326. RaylibKeyMap[KEY_F4] = ImGuiKey_F4;
  327. RaylibKeyMap[KEY_F5] = ImGuiKey_F5;
  328. RaylibKeyMap[KEY_F6] = ImGuiKey_F6;
  329. RaylibKeyMap[KEY_F7] = ImGuiKey_F7;
  330. RaylibKeyMap[KEY_F8] = ImGuiKey_F8;
  331. RaylibKeyMap[KEY_F9] = ImGuiKey_F9;
  332. RaylibKeyMap[KEY_F10] = ImGuiKey_F10;
  333. RaylibKeyMap[KEY_F11] = ImGuiKey_F11;
  334. RaylibKeyMap[KEY_F12] = ImGuiKey_F12;
  335. RaylibKeyMap[KEY_LEFT_SHIFT] = ImGuiKey_LeftShift;
  336. RaylibKeyMap[KEY_LEFT_CONTROL] = ImGuiKey_LeftCtrl;
  337. RaylibKeyMap[KEY_LEFT_ALT] = ImGuiKey_LeftAlt;
  338. RaylibKeyMap[KEY_LEFT_SUPER] = ImGuiKey_LeftSuper;
  339. RaylibKeyMap[KEY_RIGHT_SHIFT] = ImGuiKey_RightShift;
  340. RaylibKeyMap[KEY_RIGHT_CONTROL] = ImGuiKey_RightCtrl;
  341. RaylibKeyMap[KEY_RIGHT_ALT] = ImGuiKey_RightAlt;
  342. RaylibKeyMap[KEY_RIGHT_SUPER] = ImGuiKey_RightSuper;
  343. RaylibKeyMap[KEY_KB_MENU] = ImGuiKey_Menu;
  344. RaylibKeyMap[KEY_LEFT_BRACKET] = ImGuiKey_LeftBracket;
  345. RaylibKeyMap[KEY_BACKSLASH] = ImGuiKey_Backslash;
  346. RaylibKeyMap[KEY_RIGHT_BRACKET] = ImGuiKey_RightBracket;
  347. RaylibKeyMap[KEY_GRAVE] = ImGuiKey_GraveAccent;
  348. RaylibKeyMap[KEY_KP_0] = ImGuiKey_Keypad0;
  349. RaylibKeyMap[KEY_KP_1] = ImGuiKey_Keypad1;
  350. RaylibKeyMap[KEY_KP_2] = ImGuiKey_Keypad2;
  351. RaylibKeyMap[KEY_KP_3] = ImGuiKey_Keypad3;
  352. RaylibKeyMap[KEY_KP_4] = ImGuiKey_Keypad4;
  353. RaylibKeyMap[KEY_KP_5] = ImGuiKey_Keypad5;
  354. RaylibKeyMap[KEY_KP_6] = ImGuiKey_Keypad6;
  355. RaylibKeyMap[KEY_KP_7] = ImGuiKey_Keypad7;
  356. RaylibKeyMap[KEY_KP_8] = ImGuiKey_Keypad8;
  357. RaylibKeyMap[KEY_KP_9] = ImGuiKey_Keypad9;
  358. RaylibKeyMap[KEY_KP_DECIMAL] = ImGuiKey_KeypadDecimal;
  359. RaylibKeyMap[KEY_KP_DIVIDE] = ImGuiKey_KeypadDivide;
  360. RaylibKeyMap[KEY_KP_MULTIPLY] = ImGuiKey_KeypadMultiply;
  361. RaylibKeyMap[KEY_KP_SUBTRACT] = ImGuiKey_KeypadSubtract;
  362. RaylibKeyMap[KEY_KP_ADD] = ImGuiKey_KeypadAdd;
  363. RaylibKeyMap[KEY_KP_ENTER] = ImGuiKey_KeypadEnter;
  364. RaylibKeyMap[KEY_KP_EQUAL] = ImGuiKey_KeypadEqual;
  365. }
  366. static void SetupGlobals(void)
  367. {
  368. LastFrameFocused = IsWindowFocused();
  369. LastControlPressed = false;
  370. LastShiftPressed = false;
  371. LastAltPressed = false;
  372. LastSuperPressed = false;
  373. }
  374. void rlImGuiBeginInitImGui(void)
  375. {
  376. SetupGlobals();
  377. if (GlobalContext == nullptr)
  378. GlobalContext = ImGui::CreateContext(nullptr);
  379. SetupKeymap();
  380. ImGuiIO& io = ImGui::GetIO();
  381. io.Fonts->AddFontDefault();
  382. }
  383. void rlImGuiSetup(bool dark)
  384. {
  385. rlImGuiBeginInitImGui();
  386. if (dark)
  387. ImGui::StyleColorsDark();
  388. else
  389. ImGui::StyleColorsLight();
  390. rlImGuiEndInitImGui();
  391. }
  392. void rlImGuiReloadFonts(void)
  393. {
  394. ImGui::SetCurrentContext(GlobalContext);
  395. ReloadFonts();
  396. }
  397. void rlImGuiBegin(void)
  398. {
  399. ImGui::SetCurrentContext(GlobalContext);
  400. rlImGuiBeginDelta(GetFrameTime());
  401. }
  402. void rlImGuiBeginDelta(float deltaTime)
  403. {
  404. ImGui::SetCurrentContext(GlobalContext);
  405. ImGuiNewFrame(deltaTime);
  406. ImGui_ImplRaylib_ProcessEvents();
  407. ImGui::NewFrame();
  408. }
  409. void rlImGuiEnd(void)
  410. {
  411. ImGui::SetCurrentContext(GlobalContext);
  412. ImGui::Render();
  413. ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
  414. }
  415. void rlImGuiShutdown(void)
  416. {
  417. if (GlobalContext == nullptr)
  418. return;
  419. ImGui::SetCurrentContext(GlobalContext);
  420. ImGui_ImplRaylib_Shutdown();
  421. ImGui::DestroyContext(GlobalContext);
  422. GlobalContext = nullptr;
  423. }
  424. void rlImGuiImage(const Texture* image)
  425. {
  426. if (!image)
  427. return;
  428. if (GlobalContext)
  429. ImGui::SetCurrentContext(GlobalContext);
  430. ImGui::Image((ImTextureID)image, ImVec2(float(image->width), float(image->height)));
  431. }
  432. bool rlImGuiImageButton(const char* name, const Texture* image)
  433. {
  434. if (!image)
  435. return false;
  436. if (GlobalContext)
  437. ImGui::SetCurrentContext(GlobalContext);
  438. return ImGui::ImageButton(name, (ImTextureID)image, ImVec2(float(image->width), float(image->height)));
  439. }
  440. bool rlImGuiImageButtonSize(const char* name, const Texture* image, ImVec2 size)
  441. {
  442. if (!image)
  443. return false;
  444. if (GlobalContext)
  445. ImGui::SetCurrentContext(GlobalContext);
  446. return ImGui::ImageButton(name, (ImTextureID)image, size);
  447. }
  448. void rlImGuiImageSize(const Texture* image, int width, int height)
  449. {
  450. if (!image)
  451. return;
  452. if (GlobalContext)
  453. ImGui::SetCurrentContext(GlobalContext);
  454. ImGui::Image((ImTextureID)image, ImVec2(float(width), float(height)));
  455. }
  456. void rlImGuiImageSizeV(const Texture* image, Vector2 size)
  457. {
  458. if (!image)
  459. return;
  460. if (GlobalContext)
  461. ImGui::SetCurrentContext(GlobalContext);
  462. ImGui::Image((ImTextureID)image, ImVec2(size.x, size.y));
  463. }
  464. void rlImGuiImageRect(const Texture* image, int destWidth, int destHeight, Rectangle sourceRect)
  465. {
  466. if (!image)
  467. return;
  468. if (GlobalContext)
  469. ImGui::SetCurrentContext(GlobalContext);
  470. ImVec2 uv0;
  471. ImVec2 uv1;
  472. if (sourceRect.width < 0)
  473. {
  474. uv0.x = -((float)sourceRect.x / image->width);
  475. uv1.x = (uv0.x - (float)(fabs(sourceRect.width) / image->width));
  476. }
  477. else
  478. {
  479. uv0.x = (float)sourceRect.x / image->width;
  480. uv1.x = uv0.x + (float)(sourceRect.width / image->width);
  481. }
  482. if (sourceRect.height < 0)
  483. {
  484. uv0.y = -((float)sourceRect.y / image->height);
  485. uv1.y = (uv0.y - (float)(fabs(sourceRect.height) / image->height));
  486. }
  487. else
  488. {
  489. uv0.y = (float)sourceRect.y / image->height;
  490. uv1.y = uv0.y + (float)(sourceRect.height / image->height);
  491. }
  492. ImGui::Image((ImTextureID)image, ImVec2(float(destWidth), float(destHeight)), uv0, uv1);
  493. }
  494. void rlImGuiImageRenderTexture(const RenderTexture* image)
  495. {
  496. if (!image)
  497. return;
  498. if (GlobalContext)
  499. ImGui::SetCurrentContext(GlobalContext);
  500. rlImGuiImageRect(&image->texture, image->texture.width, image->texture.height, Rectangle{ 0,0, float(image->texture.width), -float(image->texture.height) });
  501. }
  502. void rlImGuiImageRenderTextureFit(const RenderTexture* image, bool center)
  503. {
  504. if (!image)
  505. return;
  506. if (GlobalContext)
  507. ImGui::SetCurrentContext(GlobalContext);
  508. ImVec2 area = ImGui::GetContentRegionAvail();
  509. float scale = area.x / image->texture.width;
  510. float y = image->texture.height * scale;
  511. if (y > area.y)
  512. {
  513. scale = area.y / image->texture.height;
  514. }
  515. int sizeX = int(image->texture.width * scale);
  516. int sizeY = int(image->texture.height * scale);
  517. if (center)
  518. {
  519. ImGui::SetCursorPosX(0);
  520. ImGui::SetCursorPosX(area.x/2 - sizeX/2);
  521. ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (area.y / 2 - sizeY / 2));
  522. }
  523. rlImGuiImageRect(&image->texture, sizeX, sizeY, Rectangle{ 0,0, float(image->texture.width), -float(image->texture.height) });
  524. }
  525. // raw ImGui backend API
  526. bool ImGui_ImplRaylib_Init(void)
  527. {
  528. SetupGlobals();
  529. SetupKeymap();
  530. SetupMouseCursors();
  531. SetupBackend();
  532. return true;
  533. }
  534. void ImGui_ImplRaylib_BuildFontAtlas(void)
  535. {
  536. ReloadFonts();
  537. }
  538. void ImGui_ImplRaylib_Shutdown()
  539. {
  540. ImGuiIO& io =ImGui::GetIO();
  541. Texture2D* fontTexture = (Texture2D*)io.Fonts->TexID;
  542. if (fontTexture)
  543. {
  544. UnloadTexture(*fontTexture);
  545. MemFree(fontTexture);
  546. }
  547. io.Fonts->TexID = 0;
  548. }
  549. void ImGui_ImplRaylib_NewFrame(void)
  550. {
  551. ImGuiNewFrame(GetFrameTime());
  552. }
  553. void ImGui_ImplRaylib_RenderDrawData(ImDrawData* draw_data)
  554. {
  555. rlDrawRenderBatchActive();
  556. rlDisableBackfaceCulling();
  557. for (int l = 0; l < draw_data->CmdListsCount; ++l)
  558. {
  559. const ImDrawList* commandList = draw_data->CmdLists[l];
  560. for (const auto& cmd : commandList->CmdBuffer)
  561. {
  562. EnableScissor(cmd.ClipRect.x - draw_data->DisplayPos.x, cmd.ClipRect.y - draw_data->DisplayPos.y, cmd.ClipRect.z - (cmd.ClipRect.x - draw_data->DisplayPos.x), cmd.ClipRect.w - (cmd.ClipRect.y - draw_data->DisplayPos.y));
  563. if (cmd.UserCallback != nullptr)
  564. {
  565. cmd.UserCallback(commandList, &cmd);
  566. continue;
  567. }
  568. ImGuiRenderTriangles(cmd.ElemCount, cmd.IdxOffset, commandList->IdxBuffer, commandList->VtxBuffer, cmd.TextureId);
  569. rlDrawRenderBatchActive();
  570. }
  571. }
  572. rlSetTexture(0);
  573. rlDisableScissorTest();
  574. rlEnableBackfaceCulling();
  575. }
  576. void HandleGamepadButtonEvent(ImGuiIO& io, GamepadButton button, ImGuiKey key)
  577. {
  578. if (IsGamepadButtonPressed(0, button))
  579. io.AddKeyEvent(key, true);
  580. else if (IsGamepadButtonReleased(0, button))
  581. io.AddKeyEvent(key, false);
  582. }
  583. void HandleGamepadStickEvent(ImGuiIO& io, GamepadAxis axis, ImGuiKey negKey, ImGuiKey posKey)
  584. {
  585. constexpr float deadZone = 0.20f;
  586. float axisValue = GetGamepadAxisMovement(0, axis);
  587. io.AddKeyAnalogEvent(negKey, axisValue < -deadZone, axisValue < -deadZone ? -axisValue : 0);
  588. io.AddKeyAnalogEvent(posKey, axisValue > deadZone, axisValue > deadZone ? axisValue : 0);
  589. }
  590. bool ImGui_ImplRaylib_ProcessEvents(void)
  591. {
  592. ImGuiIO& io = ImGui::GetIO();
  593. bool focused = IsWindowFocused();
  594. if (focused != LastFrameFocused)
  595. io.AddFocusEvent(focused);
  596. LastFrameFocused = focused;
  597. // handle the modifyer key events so that shortcuts work
  598. bool ctrlDown = rlImGuiIsControlDown();
  599. if (ctrlDown != LastControlPressed)
  600. io.AddKeyEvent(ImGuiMod_Ctrl, ctrlDown);
  601. LastControlPressed = ctrlDown;
  602. bool shiftDown = rlImGuiIsShiftDown();
  603. if (shiftDown != LastShiftPressed)
  604. io.AddKeyEvent(ImGuiMod_Shift, shiftDown);
  605. LastShiftPressed = shiftDown;
  606. bool altDown = rlImGuiIsAltDown();
  607. if (altDown != LastAltPressed)
  608. io.AddKeyEvent(ImGuiMod_Alt, altDown);
  609. LastAltPressed = altDown;
  610. bool superDown = rlImGuiIsSuperDown();
  611. if (superDown != LastSuperPressed)
  612. io.AddKeyEvent(ImGuiMod_Super, superDown);
  613. LastSuperPressed = superDown;
  614. // get the pressed keys, just walk the keys so we don
  615. for (int keyId = KEY_NULL; keyId < KeyboardKey::KEY_KP_EQUAL; keyId++)
  616. {
  617. if (!IsKeyPressed(keyId))
  618. continue;
  619. auto keyItr = RaylibKeyMap.find(KeyboardKey(keyId));
  620. if (keyItr != RaylibKeyMap.end())
  621. io.AddKeyEvent(keyItr->second, true);
  622. }
  623. // look for any keys that were down last frame and see if they were down and are released
  624. for (const auto keyItr : RaylibKeyMap)
  625. {
  626. if (IsKeyReleased(keyItr.first))
  627. io.AddKeyEvent(keyItr.second, false);
  628. }
  629. if (io.WantCaptureKeyboard)
  630. {
  631. // add the text input in order
  632. unsigned int pressed = GetCharPressed();
  633. while (pressed != 0)
  634. {
  635. io.AddInputCharacter(pressed);
  636. pressed = GetCharPressed();
  637. }
  638. }
  639. if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad && IsGamepadAvailable(0))
  640. {
  641. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_UP, ImGuiKey_GamepadDpadUp);
  642. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ImGuiKey_GamepadDpadRight);
  643. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ImGuiKey_GamepadDpadDown);
  644. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ImGuiKey_GamepadDpadLeft);
  645. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_UP, ImGuiKey_GamepadFaceUp);
  646. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ImGuiKey_GamepadFaceLeft);
  647. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ImGuiKey_GamepadFaceDown);
  648. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ImGuiKey_GamepadFaceRight);
  649. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ImGuiKey_GamepadL1);
  650. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_TRIGGER_2, ImGuiKey_GamepadL2);
  651. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ImGuiKey_GamepadR1);
  652. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, ImGuiKey_GamepadR2);
  653. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_LEFT_THUMB, ImGuiKey_GamepadL3);
  654. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_RIGHT_THUMB, ImGuiKey_GamepadR3);
  655. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_MIDDLE_LEFT, ImGuiKey_GamepadStart);
  656. HandleGamepadButtonEvent(io, GAMEPAD_BUTTON_MIDDLE_RIGHT, ImGuiKey_GamepadBack);
  657. // left stick
  658. HandleGamepadStickEvent(io, GAMEPAD_AXIS_LEFT_X, ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight);
  659. HandleGamepadStickEvent(io, GAMEPAD_AXIS_LEFT_Y, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
  660. // right stick
  661. HandleGamepadStickEvent(io, GAMEPAD_AXIS_RIGHT_X, ImGuiKey_GamepadRStickLeft, ImGuiKey_GamepadRStickRight);
  662. HandleGamepadStickEvent(io, GAMEPAD_AXIS_RIGHT_Y, ImGuiKey_GamepadRStickUp, ImGuiKey_GamepadRStickDown);
  663. }
  664. return true;
  665. }