| // ImGui BtGui binding with OpenGL based on Imgui Glfw binding. |
| |
| #include "imgui_impl_btgui.h" |
| |
| #ifdef _MSC_VER |
| #pragma warning(disable : 4100) |
| #endif |
| |
| #define USE_OPENGL2 |
| #include "OpenGLWindow/OpenGLInclude.h" |
| #ifdef _WIN32 |
| #include "OpenGLWindow/Win32OpenGLWindow.h" |
| #elif defined __APPLE__ |
| #include "OpenGLWindow/MacOpenGLWindow.h" |
| #else |
| // assume linux |
| #include "OpenGLWindow/X11OpenGLWindow.h" |
| #endif |
| |
| #include <imgui_internal.h> |
| #include <cstdio> |
| |
| #define IMGUI_B3G_CONTROL (300) |
| #define IMGUI_B3G_SHIFT (301) |
| #define IMGUI_B3G_ALT (301) |
| |
| // Data |
| static b3gDefaultOpenGLWindow* g_Window = NULL; |
| // static double g_Time = 0.0f; |
| static bool g_MousePressed[3] = {false, false, false}; |
| static float g_MouseWheel = 0.0f; |
| static GLuint g_FontTexture = 0; |
| |
| // This is the main rendering function that you have to implement and provide to |
| // ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
| // If text or lines are blurry when integrating ImGui in your engine: |
| // - in your Render function, try translating your projection matrix by |
| // (0.5f,0.5f) or (0.375f,0.375f) |
| void ImGui_ImplBtGui_RenderDrawLists(ImDrawData* draw_data) { |
| // Avoid rendering when minimized, scale coordinates for retina displays |
| // (screen coordinates != framebuffer coordinates) |
| ImGuiIO& io = ImGui::GetIO(); |
| int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); |
| int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); |
| if (fb_width == 0 || fb_height == 0) return; |
| draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
| |
| // We are using the OpenGL fixed pipeline to make the example code simpler to |
| // read! |
| // Setup render state: alpha-blending enabled, no face culling, no depth |
| // testing, scissor enabled, vertex/texcoord/color pointers. |
| GLint last_texture; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| GLint last_viewport[4]; |
| glGetIntegerv(GL_VIEWPORT, last_viewport); |
| glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_DEPTH_TEST); |
| glEnable(GL_SCISSOR_TEST); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glEnableClientState(GL_COLOR_ARRAY); |
| glEnable(GL_TEXTURE_2D); |
| // glUseProgram(0); // You may want this if using this code in an OpenGL 3+ |
| // context |
| |
| // Setup viewport, orthographic projection matrix |
| glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
| glMatrixMode(GL_PROJECTION); |
| glPushMatrix(); |
| glLoadIdentity(); |
| glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| // Render command lists |
| #define OFFSETOF(TYPE, ELEMENT) ((size_t) & (((TYPE*)0)->ELEMENT)) |
| for (int n = 0; n < draw_data->CmdListsCount; n++) { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| const unsigned char* vtx_buffer = |
| (const unsigned char*)&cmd_list->VtxBuffer.front(); |
| const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); |
| glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), |
| (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos))); |
| glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), |
| (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv))); |
| glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), |
| (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col))); |
| |
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) { |
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| if (pcmd->UserCallback) { |
| pcmd->UserCallback(cmd_list, pcmd); |
| } else { |
| glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
| 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)); |
| glDrawElements( |
| GL_TRIANGLES, (GLsizei)pcmd->ElemCount, |
| sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, |
| idx_buffer); |
| } |
| idx_buffer += pcmd->ElemCount; |
| } |
| } |
| #undef OFFSETOF |
| |
| // Restore modified state |
| glDisableClientState(GL_COLOR_ARRAY); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| glDisableClientState(GL_VERTEX_ARRAY); |
| glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
| glMatrixMode(GL_MODELVIEW); |
| glPopMatrix(); |
| glMatrixMode(GL_PROJECTION); |
| glPopMatrix(); |
| glPopAttrib(); |
| glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], |
| (GLsizei)last_viewport[3]); |
| } |
| |
| static const char* ImGui_ImplBtGui_GetClipboardText(void* user_ctx) { |
| // @todo |
| return NULL; // glfwGetClipboardString(g_Window); |
| } |
| |
| static void ImGui_ImplBtGui_SetClipboardText(void* user_ctx, const char* text) { |
| // @todo |
| return; |
| // glfwSetClipboardString(g_Window, text); |
| } |
| |
| void ImGui_ImplBtGui_SetMouseButtonState(int button, bool pressed) { |
| if (button >= 0 && button < 3) { |
| g_MousePressed[button] = pressed; |
| } |
| } |
| |
| void ImGui_ImplBtGui_SetKeyState(int key, bool pressed) { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Remap keycode manually here. |
| if (key == B3G_RETURN) { |
| key = ImGuiKey_Enter; |
| } else if ((key == B3G_BACKSPACE) || (key == 8)) { |
| key = ImGuiKey_Backspace; |
| } else if (key == 9) { |
| key = ImGuiKey_Tab; |
| } else if (key == B3G_DELETE) { |
| key = ImGuiKey_Delete; |
| } else if (key == B3G_END) { |
| key = ImGuiKey_End; |
| } else if (key == B3G_HOME) { |
| key = ImGuiKey_Home; |
| } else if (key == B3G_LEFT_ARROW) { |
| key = ImGuiKey_LeftArrow; |
| } else if (key == B3G_RIGHT_ARROW) { |
| key = ImGuiKey_RightArrow; |
| } else if (key == B3G_UP_ARROW) { |
| key = ImGuiKey_UpArrow; |
| } else if (key == B3G_DOWN_ARROW) { |
| key = ImGuiKey_DownArrow; |
| } else if (key == B3G_ESCAPE) { |
| key = ImGuiKey_Escape; |
| } else if (key == B3G_CONTROL) { |
| key = IMGUI_B3G_CONTROL; |
| } else if (key == B3G_ALT) { |
| key = IMGUI_B3G_ALT; |
| } else if (key == B3G_SHIFT) { |
| key = IMGUI_B3G_SHIFT; |
| } |
| |
| if (key >= 0 && key < 512) { |
| io.KeysDown[key] = pressed; |
| } |
| |
| io.KeyCtrl = io.KeysDown[IMGUI_B3G_CONTROL]; |
| io.KeyShift = io.KeysDown[IMGUI_B3G_SHIFT]; |
| io.KeyAlt = io.KeysDown[IMGUI_B3G_ALT]; |
| // io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || |
| // io.KeysDown[GLFW_KEY_RIGHT_SUPER]; // @todo |
| } |
| |
| void ImGui_ImplBtGui_SetChar(int c) { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (c > 0 && c < 0x10000) io.AddInputCharacter((unsigned short)c); |
| } |
| |
| #if 0 |
| |
| void ImGui_ImplBtGui_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) |
| { |
| g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. |
| } |
| |
| #endif |
| |
| bool ImGui_ImplBtGui_CreateDeviceObjects() { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| unsigned char* pixels; |
| int width, height; |
| io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); |
| |
| // Upload texture to graphics system |
| GLint last_texture; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| glGenTextures(1, &g_FontTexture); |
| glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, |
| GL_UNSIGNED_BYTE, pixels); |
| |
| // Store our identifier |
| io.Fonts->TexID = (void*)(intptr_t)g_FontTexture; |
| |
| // Restore state |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| |
| return true; |
| } |
| |
| void ImGui_ImplBtGui_InvalidateDeviceObjects() { |
| if (g_FontTexture) { |
| glDeleteTextures(1, &g_FontTexture); |
| ImGui::GetIO().Fonts->TexID = 0; |
| g_FontTexture = 0; |
| } |
| } |
| |
| bool ImGui_ImplBtGui_Init(b3gDefaultOpenGLWindow* window) { |
| g_Window = window; |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| io.KeyMap[ImGuiKey_Tab] = ImGuiKey_Tab; |
| io.KeyMap[ImGuiKey_LeftArrow] = ImGuiKey_LeftArrow; |
| io.KeyMap[ImGuiKey_RightArrow] = ImGuiKey_RightArrow; |
| io.KeyMap[ImGuiKey_UpArrow] = ImGuiKey_UpArrow; |
| io.KeyMap[ImGuiKey_DownArrow] = ImGuiKey_DownArrow; |
| io.KeyMap[ImGuiKey_PageUp] = ImGuiKey_PageUp; |
| io.KeyMap[ImGuiKey_PageDown] = ImGuiKey_PageDown; |
| io.KeyMap[ImGuiKey_Home] = ImGuiKey_Home; |
| io.KeyMap[ImGuiKey_End] = ImGuiKey_End; |
| io.KeyMap[ImGuiKey_Delete] = ImGuiKey_Delete; |
| io.KeyMap[ImGuiKey_Backspace] = ImGuiKey_Backspace; |
| io.KeyMap[ImGuiKey_Enter] = ImGuiKey_Enter; |
| io.KeyMap[ImGuiKey_Escape] = ImGuiKey_Escape; |
| |
| io.RenderDrawListsFn = |
| ImGui_ImplBtGui_RenderDrawLists; // Alternatively you can set this to |
| // NULL and call ImGui::GetDrawData() |
| // after ImGui::Render() to get the same |
| // ImDrawData pointer. |
| io.SetClipboardTextFn = ImGui_ImplBtGui_SetClipboardText; |
| io.GetClipboardTextFn = ImGui_ImplBtGui_GetClipboardText; |
| #ifdef _WIN32 |
| // io.ImeWindowHandle = glfwGetWin32Window(g_Window); |
| #endif |
| |
| #if 0 |
| if (install_callbacks) |
| { |
| glfwSetMouseButtonCallback(window, ImGui_ImplBtGui_MouseButtonCallback); |
| glfwSetScrollCallback(window, ImGui_ImplBtGui_ScrollCallback); |
| glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback); |
| glfwSetCharCallback(window, ImGui_ImplBtGui_CharCallback); |
| } |
| #endif |
| |
| return true; |
| } |
| |
| void ImGui_ImplBtGui_Shutdown() { |
| ImGui_ImplBtGui_InvalidateDeviceObjects(); |
| ImGui::Shutdown(ImGui::GetCurrentContext()); |
| } |
| |
| void ImGui_ImplBtGui_NewFrame(int mouse_x, int mouse_y) { |
| if (!g_FontTexture) ImGui_ImplBtGui_CreateDeviceObjects(); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| int w, h; |
| int display_w, display_h; |
| assert(g_Window); |
| // glfwGetWindowSize(g_Window, &w, &h); |
| // glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
| w = g_Window->getWidth(); |
| h = g_Window->getHeight(); |
| display_w = g_Window->getWidth(); // @todo { support retina scale. } |
| display_h = g_Window->getHeight(); |
| io.DisplaySize = ImVec2((float)w, (float)h); |
| io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, |
| h > 0 ? ((float)display_h / h) : 0); |
| |
| // Setup time step |
| // double current_time = glfwGetTime(); |
| io.DeltaTime = (float)(1.0f / 60.0f); |
| // g_Time = current_time; |
| |
| // Setup inputs |
| // (we already got mouse wheel, keyboard keys & characters from glfw callbacks |
| // polled in glfwPollEvents()) |
| // if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) |
| //{ |
| // double mouse_x, mouse_y; |
| // glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); |
| // io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse |
| // position in screen coordinates (set to -1,-1 if no mouse / on another |
| // screen, etc.) |
| //} |
| // else |
| { |
| io.MousePos = ImVec2((float)mouse_x, |
| (float)mouse_y); // Mouse position in screen |
| // coordinates (set to -1,-1 if no |
| // mouse / on another screen, etc.) |
| } |
| |
| // @todo |
| for (int i = 0; i < 3; i++) { |
| io.MouseDown[i] = g_MousePressed[i]; |
| // g_MousePressed[i] = false; |
| } |
| |
| io.MouseWheel = g_MouseWheel; |
| g_MouseWheel = 0.0f; |
| |
| // Hide OS mouse cursor if ImGui is drawing it |
| // glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? |
| // GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |