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# ifdef _MSC_VER
# include <Windows.h>
# include <gl/GL.h>
# include <gl/GLU.h>
# endif
# ifdef MACOSX
# include <OpenGL/gl.h>
# endif
# include <SDL.h>
# include <SDL_syswm.h>
# include <imgui.h>
# include "imgui_impl_sdl.h"
// Data
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)
static void ImGui_ImplSdl_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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 orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glOrtho ( 0.0f , width , height , 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 < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
const unsigned char * vtx_buffer = ( const unsigned char * ) & cmd_list - > vtx_buffer . 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 ) ) ) ;
int vtx_offset = 0 ;
for ( size_t cmd_i = 0 ; cmd_i < cmd_list - > commands . size ( ) ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > commands [ cmd_i ] ;
if ( pcmd - > user_callback )
{
pcmd - > user_callback ( cmd_list , pcmd ) ;
}
else
{
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > texture_id ) ;
glScissor ( ( int ) pcmd - > clip_rect . x , ( int ) ( height - pcmd - > clip_rect . w ) , ( int ) ( pcmd - > clip_rect . z - pcmd - > clip_rect . x ) , ( int ) ( pcmd - > clip_rect . w - pcmd - > clip_rect . y ) ) ;
glDrawArrays ( GL_TRIANGLES , vtx_offset , pcmd - > vtx_count ) ;
}
vtx_offset + = pcmd - > vtx_count ;
}
}
# undef OFFSETOF
// Restore modified state
glDisableClientState ( GL_COLOR_ARRAY ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glPopAttrib ( ) ;
}
static const char * ImGui_ImplSdl_GetClipboardText ( )
{
return SDL_GetClipboardText ( ) ;
}
static void ImGui_ImplSdl_SetClipboardText ( const char * text )
{
SDL_SetClipboardText ( text ) ;
}
void ImGui_ImplSdl_KeyCallback ( int key , bool down )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( down )
io . KeysDown [ key ] = true ;
else
io . KeysDown [ key ] = false ;
io . KeyShift = ( ( SDL_GetModState ( ) & KMOD_SHIFT ) ! = 0 ) ;
io . KeyCtrl = ( ( SDL_GetModState ( ) & KMOD_CTRL ) ! = 0 ) ;
io . KeyAlt = ( ( SDL_GetModState ( ) & KMOD_ALT ) ! = 0 ) ;
}
void ImGui_ImplSdl_CharCallback ( unsigned int c )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( c > 0 & & c < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) c ) ;
}
bool ImGui_ImplSdl_CreateDeviceObjects ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Build texture
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsAlpha8 ( & pixels , & width , & height ) ;
// Create 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 ;
io . Fonts - > ClearInputData ( ) ;
io . Fonts - > ClearTexData ( ) ;
return true ;
}
void ImGui_ImplSdl_InvalidateDeviceObjects ( )
{
if ( g_FontTexture )
{
glDeleteTextures ( 1 , & g_FontTexture ) ;
ImGui : : GetIO ( ) . Fonts - > TexID = 0 ;
g_FontTexture = 0 ;
}
}
bool ImGui_ImplSdl_Init ( SDL_Window * window )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = SDLK_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io . KeyMap [ ImGuiKey_LeftArrow ] = SDL_SCANCODE_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = SDL_SCANCODE_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = SDL_SCANCODE_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = SDL_SCANCODE_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = SDL_SCANCODE_HOME ;
io . KeyMap [ ImGuiKey_End ] = SDL_SCANCODE_END ;
io . KeyMap [ ImGuiKey_Delete ] = SDLK_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = SDLK_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = SDLK_RETURN ;
io . KeyMap [ ImGuiKey_Escape ] = SDLK_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = SDLK_a ;
io . KeyMap [ ImGuiKey_C ] = SDLK_c ;
io . KeyMap [ ImGuiKey_V ] = SDLK_v ;
io . KeyMap [ ImGuiKey_X ] = SDLK_x ;
io . KeyMap [ ImGuiKey_Y ] = SDLK_y ;
io . KeyMap [ ImGuiKey_Z ] = SDLK_z ;
io . RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists ;
io . SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText ;
# ifdef _MSC_VER
SDL_SysWMinfo wmInfo ;
SDL_VERSION ( & wmInfo . version ) ;
SDL_GetWindowWMInfo ( window , & wmInfo ) ;
io . ImeWindowHandle = wmInfo . info . win . window ;
# endif
return true ;
}
void ImGui_ImplSdl_Shutdown ( )
{
ImGui_ImplSdl_InvalidateDeviceObjects ( ) ;
ImGui : : Shutdown ( ) ;
}
bool ImGui_ImplSdl_NewFrame ( SDL_Window * window )
{
if ( ! g_FontTexture )
ImGui_ImplSdl_CreateDeviceObjects ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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bool done = false ;
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SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
switch ( event . type )
{
case SDL_QUIT :
done = true ;
break ;
case SDL_MOUSEWHEEL :
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if ( event . wheel . y > 0 )
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g_MouseWheel = 1 ;
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if ( event . wheel . y < 0 )
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g_MouseWheel = - 1 ;
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break ;
case SDL_MOUSEBUTTONDOWN :
if ( event . button . button = = SDL_BUTTON_LEFT ) g_MousePressed [ 0 ] = true ;
if ( event . button . button = = SDL_BUTTON_RIGHT ) g_MousePressed [ 1 ] = true ;
if ( event . button . button = = SDL_BUTTON_MIDDLE ) g_MousePressed [ 2 ] = true ;
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break ;
case SDL_TEXTINPUT :
ImGui_ImplSdl_CharCallback ( event . text . text [ 0 ] ) ;
break ;
case SDL_KEYUP :
ImGui_ImplSdl_KeyCallback ( event . key . keysym . sym & ~ SDLK_SCANCODE_MASK , false ) ;
break ;
case SDL_KEYDOWN :
ImGui_ImplSdl_KeyCallback ( event . key . keysym . sym & ~ SDLK_SCANCODE_MASK , true ) ;
break ;
default :
break ;
}
}
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
SDL_GetWindowSize ( window , & w , & h ) ;
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
// Time
Uint32 time = SDL_GetTicks ( ) ;
double current_time = time / 1000.0 ;
io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
int mx , my ;
Uint32 mouseMask = SDL_GetMouseState ( & mx , & my ) ;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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if ( SDL_GetWindowFlags ( window ) & SDL_WINDOW_MOUSE_FOCUS )
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io . MousePos = ImVec2 ( ( float ) mx , ( float ) my ) ; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io . MousePos = ImVec2 ( - 1 , - 1 ) ;
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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.
io . MouseDown [ 1 ] = g_MousePressed [ 1 ] | | ( mouseMask & SDL_BUTTON ( SDL_BUTTON_RIGHT ) ) ! = 0 ;
io . MouseDown [ 2 ] = g_MousePressed [ 2 ] | | ( mouseMask & SDL_BUTTON ( SDL_BUTTON_MIDDLE ) ) ! = 0 ;
g_MousePressed [ 0 ] = g_MousePressed [ 1 ] = g_MousePressed [ 2 ] = false ;
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io . MouseWheel = g_MouseWheel ;
g_MouseWheel = 0.0f ;
// Hide/show hardware mouse cursor
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SDL_ShowCursor ( io . MouseDrawCursor ? 0 : 1 ) ;
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// Start the frame
ImGui : : NewFrame ( ) ;
return done ;
}