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author | LaG1924 <lag1924@gmail.com> | 2021-06-13 10:53:13 +0200 |
---|---|---|
committer | LaG1924 <lag1924@gmail.com> | 2021-06-13 13:23:58 +0200 |
commit | e5da79b7bb1f0db50085df8eef905502d98617aa (patch) | |
tree | edb8b84f5e6b4fa8776838dc598b9d0a7aff1259 /src | |
parent | Implemented basic RmlUi integration (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/Render.cpp | 342 | ||||
-rw-r--r-- | src/imgui_impl_sdl_gl3.cpp | 401 | ||||
-rw-r--r-- | src/imgui_impl_sdl_gl3.h | 19 |
3 files changed, 0 insertions, 762 deletions
diff --git a/src/Render.cpp b/src/Render.cpp index 7835b98..0f04992 100644 --- a/src/Render.cpp +++ b/src/Render.cpp @@ -1,11 +1,9 @@ #include "Render.hpp" -#include <imgui.h> #include <easylogging++.h> #include <optick.h> #include <RmlUi/Core.h> -#include "imgui_impl_sdl_gl3.h" #include "Shader.hpp" #include "AssetManager.hpp" #include "Event.hpp" @@ -84,7 +82,6 @@ Render::~Render() { PluginSystem::Init(); framebuffer.reset(); - ImGui_ImplSdlGL3_Shutdown(); SDL_GL_DeleteContext(glContext); SDL_DestroyWindow(window); SDL_Quit(); @@ -152,8 +149,6 @@ void Render::PrepareToRendering() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, AssetManager::GetTextureAtlasId()); - ImGui_ImplSdlGL3_Init(window); - int width, height; SDL_GL_GetDrawableSize(window, &width, &height); framebuffer = std::make_unique<Framebuffer>(width, height, true); @@ -162,9 +157,6 @@ void Render::PrepareToRendering() { } void Render::UpdateKeyboard() { - if (ImGui::GetIO().WantCaptureKeyboard) - return; - SDL_Scancode toUpdate[] = { SDL_SCANCODE_A,SDL_SCANCODE_W,SDL_SCANCODE_S,SDL_SCANCODE_D,SDL_SCANCODE_SPACE }; const Uint8 *kbState = SDL_GetKeyboardState(0); for (auto key : toUpdate) { @@ -213,8 +205,6 @@ void Render::HandleEvents() { SDL_PumpEvents(); SDL_Event event; while (SDL_PollEvent(&event)) { - ImGui_ImplSdlGL3_ProcessEvent(&event); - switch (event.type) { case SDL_QUIT: { LOG(INFO) << "Received close event by window closing"; @@ -286,15 +276,6 @@ void Render::HandleEvents() { case SDL_SCANCODE_SLASH: case SDL_SCANCODE_T: { - if (!ImGui::GetIO().WantCaptureKeyboard) { - auto state = GetState(); - if (state == State::Playing) { - SetState(State::Chat); - } else if (state == State::Chat) { - SetState(State::Playing); - } - } - break; } @@ -306,35 +287,14 @@ void Render::HandleEvents() { } case SDL_MOUSEMOTION: { - if (isMouseCaptured) { - double deltaX = event.motion.xrel; - double deltaY = event.motion.yrel; - deltaX *= sensetivity; - deltaY *= sensetivity * -1; - PUSH_EVENT("MouseMove", std::make_tuple(deltaX, deltaY)); - } - break; } case SDL_MOUSEBUTTONDOWN: { - if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) { - if (event.button.button == SDL_BUTTON_LEFT) - PUSH_EVENT("LmbPressed", 0); - else if (event.button.button == SDL_BUTTON_RIGHT) - PUSH_EVENT("RmbPressed", 0); - } - break; } case SDL_MOUSEBUTTONUP: { - if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) { - if (event.button.button == SDL_BUTTON_LEFT) - PUSH_EVENT("LmbReleased", 0); - else if (event.button.button == SDL_BUTTON_RIGHT) - PUSH_EVENT("RmbReleased", 0); - } break; } @@ -380,308 +340,6 @@ void Render::RenderGui() { OPTICK_EVENT(); rmlContext->Render(); - - ImGui_ImplSdlGL3_NewFrame(window); - - if (isMouseCaptured) { - auto& io = ImGui::GetIO(); - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - } - - const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | - ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoMove | - ImGuiWindowFlags_AlwaysAutoResize| - ImGuiWindowFlags_NoSavedSettings; - - //ImGui::ShowTestWindow(); - - ImGui::SetNextWindowPos(ImVec2(10, 10)); - ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags); - ImGui::Text("Debug Info:"); - ImGui::Separator(); - ImGui::Text("State: %s", stateString.c_str()); - ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate); - float gameTime = DebugInfo::gameThreadTime / 100.0f; - if (world) { - Entity *playerPtr = GetGameState()->GetPlayer(); - SelectionStatus selectionStatus = GetGameState()->GetSelectionStatus(); - const World *worldPtr = &GetGameState()->GetWorld(); - - ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime); - ImGui::Text("Sections loaded: %d", (int) DebugInfo::totalSections); - ImGui::Text( - "SectionsRenderer: %d (%d)", - (int) DebugInfo::renderSections,(int) DebugInfo::readyRenderer); - - ImGui::Text( - "Culled sections: %d", - (int) DebugInfo::renderSections - world->culledSections); - - ImGui::Text( - "Rendered faces: %d", - (int)DebugInfo::renderFaces); - - ImGui::Text( - "Player pos: %.1f %.1f %.1f OnGround=%d", - playerPtr->pos.x, - playerPtr->pos.y, - playerPtr->pos.z, - playerPtr->onGround); - - ImGui::Text( - "Player block pos: %d %d %d in %d %d %d", - (int)(playerPtr->pos.x - std::floor(playerPtr->pos.x / 16.0) * 16), - (int)(playerPtr->pos.y - std::floor(playerPtr->pos.y / 16.0) * 16), - (int)(playerPtr->pos.z - std::floor(playerPtr->pos.z / 16.0) * 16), - - (int)std::floor(playerPtr->pos.x / 16.0), - (int)std::floor(playerPtr->pos.y / 16.0), - (int)std::floor(playerPtr->pos.z / 16.0)); - - ImGui::Text( - "Player vel: %.1f %.1f %.1f", - playerPtr->vel.x, - playerPtr->vel.y, - playerPtr->vel.z); - - ImGui::Text( - "Player health: %.1f/%.1f", - GetGameState()->GetPlayerStatus().health, 20.0f); - - ImGui::Text( - "Selected block: %d %d %d : %.1f", - selectionStatus.selectedBlock.x, - selectionStatus.selectedBlock.y, - selectionStatus.selectedBlock.z, - selectionStatus.distanceToSelectedBlock); - - ImGui::Text("Selected block light: %d (%d)", - worldPtr->GetBlockLight(selectionStatus.selectedBlock), - worldPtr->GetBlockSkyLight(selectionStatus.selectedBlock)); - - ImGui::Text("Selected block id: %d:%d (%s)", - worldPtr->GetBlockId(selectionStatus.selectedBlock).id, - worldPtr->GetBlockId(selectionStatus.selectedBlock).state, - AssetManager::GetAssetNameByBlockId(BlockId{ worldPtr->GetBlockId(selectionStatus.selectedBlock).id,0 }).c_str()); - - ImGui::Text("Selected block variant: %s:%s", - GetBlockInfo(worldPtr->GetBlockId(selectionStatus.selectedBlock)).blockstate.c_str(), - GetBlockInfo(worldPtr->GetBlockId(selectionStatus.selectedBlock)).variant.c_str()); - } - ImGui::End(); - - - switch (GetState()) { - case State::MainMenu: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Menu", 0, windowFlags); - if (ImGui::Button("Connect")) { - std::string addr(fieldServerAddr); - size_t index = addr.find_last_of(':'); - unsigned short port; - if (index == std::string::npos) - port = 25565; - else { - try { - port = std::stoi(addr.substr(index + 1)); - } catch (std::exception &e) { - port = 25565; - } - } - PUSH_EVENT("ConnectToServer", std::make_tuple(addr.substr(0, index), port, std::string(fieldUsername))); - } - ImGui::InputText("Username", fieldUsername, 512); - ImGui::InputText("Address", fieldServerAddr, 512); - ImGui::Separator(); - if (ImGui::Button("Exit")) - PUSH_EVENT("Exit",0); - ImGui::End(); - break; - } - - case State::Loading: - break; - - case State::Chat: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Chat", 0, windowFlags); - for (const auto& msg : chatMessages) { - ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,1,1)); - ImGui::TextWrapped("%s", msg.c_str()); - ImGui::PopStyleColor(); - } - static char buff[256]; - ImGui::InputText("", buff, 256); - ImGui::SameLine(); - if (ImGui::Button("Send")) { - PUSH_EVENT("SendChatMessage", std::string(buff)); - } - ImGui::End(); - break; - } - - case State::Inventory: { - auto renderSlot = [](const SlotDataType &slot, int i) -> bool { - return ImGui::Button(((slot.BlockId == -1 ? " ##" : - AssetManager::GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##") - + std::to_string(i)).c_str()); - }; - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Inventory", 0, windowFlags); - const Window& inventory = GetGameState()->GetInventory(); - //Hand and drop slots - if (renderSlot(inventory.handSlot, -1)) { - - } - ImGui::SameLine(); - if (ImGui::Button("Drop")) { - //inventory.MakeClick(-1, true, true); - } - ImGui::SameLine(); - ImGui::Text("Hand slot and drop mode"); - ImGui::Separator(); - //Crafting - if (renderSlot(inventory.slots[1], 1)) { - //inventory.MakeClick(1, true); - } - ImGui::SameLine(); - if (renderSlot(inventory.slots[2], 2)) { - //inventory.MakeClick(2, true); - } - //Crafting result - ImGui::SameLine(); - ImGui::Text("Result"); - ImGui::SameLine(); - if (renderSlot(inventory.slots[0], 0)) { - //inventory.MakeClick(0, true); - } - //Crafting second line - if (renderSlot(inventory.slots[3], 3)) { - //inventory.MakeClick(3, true); - } - ImGui::SameLine(); - if (renderSlot(inventory.slots[4], 4)) { - //inventory.MakeClick(4, true); - } - ImGui::Separator(); - //Armor and offhand - for (int i = 5; i < 8 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - if (renderSlot(inventory.slots[45], 45)) { - //inventory.MakeClick(45, true); - } - ImGui::SameLine(); - ImGui::Text("Armor and offhand"); - ImGui::Separator(); - for (int i = 36; i < 44 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::Text("Hotbar"); - ImGui::Separator(); - ImGui::Text("Main inventory"); - for (int i = 9; i < 17 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::Text(""); - for (int i = 18; i < 26 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::Text(""); - for (int i = 27; i < 35 + 1; i++) { - if (renderSlot(inventory.slots[i], i)) { - //inventory.MakeClick(i, true); - } - ImGui::SameLine(); - } - ImGui::End(); - - break; - } - - case State::Paused: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Pause Menu", 0, windowFlags); - if (ImGui::Button("Continue")) { - SetState(State::Playing); - } - ImGui::Separator(); - - ImGui::SliderFloat("Render distance", &fieldDistance, 1.0f, 16.0f); - - ImGui::SliderFloat("Brightness", &fieldBrightness, 0.0f, 1.0f); - - ImGui::SliderFloat("Sensetivity", &fieldSensetivity, 0.01f, 1.0f); - - ImGui::SliderFloat("Target FPS", &fieldTargetFps, 1.0f, 300.0f); - - ImGui::SliderFloat("Resolution scale", &fieldResolutionScale, 0.1f, 2.0f); - - ImGui::Checkbox("Wireframe", &fieldWireframe); - - ImGui::Checkbox("VSync", &fieldVsync); - - ImGui::Checkbox("Creative flight", &fieldFlight); - - if (ImGui::Button("Apply settings")) { - if (fieldDistance != world->MaxRenderingDistance) { - world->MaxRenderingDistance = fieldDistance; - PUSH_EVENT("UpdateSectionsRender", 0); - } - - if (fieldSensetivity != sensetivity) - sensetivity = fieldSensetivity; - - GetGameState()->GetPlayer()->isFlying = fieldFlight; - - isWireframe = fieldWireframe; - GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / fieldTargetFps * 1000.0)); - if (fieldVsync) { - GetTime()->SetDelayLength(std::chrono::milliseconds(0)); - SDL_GL_SetSwapInterval(1); - } else - SDL_GL_SetSwapInterval(0); - - PUSH_EVENT("SetMinLightLevel", fieldBrightness); - - int width, height; - SDL_GL_GetDrawableSize(window, &width, &height); - framebuffer->Resize(width * fieldResolutionScale, height * fieldResolutionScale); - } - ImGui::Separator(); - - if (ImGui::Button("Disconnect")) { - PUSH_EVENT("Disconnect", std::string("Disconnected by user")); - } - ImGui::End(); - break; - } - - case State::InitialLoading: - break; - - case State::Playing: { - ImGui::SetNextWindowPosCenter(); - ImGui::Begin("",0,windowFlags); - ImGui::End(); - break; - } - } - - ImGui::Render(); } void Render::InitEvents() { diff --git a/src/imgui_impl_sdl_gl3.cpp b/src/imgui_impl_sdl_gl3.cpp deleted file mode 100644 index 9833b12..0000000 --- a/src/imgui_impl_sdl_gl3.cpp +++ /dev/null @@ -1,401 +0,0 @@ -// ImGui SDL2 binding with OpenGL3 -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -#include "imgui.h" -#include "imgui_impl_sdl_gl3.h" - -// SDL,GL3W -#include <SDL.h> -#include <SDL_syswm.h> -#include <GL/glew.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. - -// 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; -static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; -static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; - -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// 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. -// 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_ImplSdlGL3_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); - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); - GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); - GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - - // Setup viewport, orthographic projection matrix - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - const float ortho_projection[4][4] = - { - { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - {-1.0f, 1.0f, 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); - glBindSampler(0, 0); // Rely on combined texture/sampler state. - - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer_offset = 0; - - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - 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_offset); - } - idx_buffer_offset += pcmd->ElemCount; - } - } - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindSampler(0, last_sampler); - glActiveTexture(last_active_texture); - glBindVertexArray(last_vertex_array); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); -} - -static const char* ImGui_ImplSdlGL3_GetClipboardText(void*) -{ - return SDL_GetClipboardText(); -} - -static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text) -{ - SDL_SetClipboardText(text); -} - -bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) -{ - ImGuiIO& io = ImGui::GetIO(); - switch (event->type) - { - case SDL_MOUSEWHEEL: - { - if (event->wheel.y > 0) - g_MouseWheel = 1; - if (event->wheel.y < 0) - g_MouseWheel = -1; - return true; - } - 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; - return true; - } - case SDL_TEXTINPUT: - { - io.AddInputCharactersUTF8(event->text.text); - return true; - } - case SDL_KEYDOWN: - case SDL_KEYUP: - { - int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; - io.KeysDown[key] = (event->type == SDL_KEYDOWN); - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); - io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); - return true; - } - } - return false; -} - -void ImGui_ImplSdlGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. - - // 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); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Store our identifier - io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); -} - -bool ImGui_ImplSdlGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer, last_vertex_array; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - - const GLchar *vertex_shader = - "#version 330\n" - "uniform mat4 ProjMtx;\n" - "in vec2 Position;\n" - "in vec2 UV;\n" - "in vec4 Color;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* fragment_shader = - "#version 330\n" - "uniform sampler2D Texture;\n" - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" - "}\n"; - - g_ShaderHandle = glCreateProgram(); - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); - glCompileShader(g_VertHandle); - glCompileShader(g_FragHandle); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); - - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - -#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); -#undef OFFSETOF - - ImGui_ImplSdlGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vertex_array); - - return true; -} - -void ImGui_ImplSdlGL3_InvalidateDeviceObjects() -{ - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; - - if (g_FontTexture) - { - glDeleteTextures(1, &g_FontTexture); - ImGui::GetIO().Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -bool ImGui_ImplSdlGL3_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_PageUp] = SDL_SCANCODE_PAGEUP; - io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; - 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_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; - io.ClipboardUserData = NULL; - -#ifdef _WIN32 - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#else - (void)window; -#endif - - return true; -} - -void ImGui_ImplSdlGL3_Shutdown() -{ - ImGui_ImplSdlGL3_InvalidateDeviceObjects(); - ImGui::Shutdown(); -} - -void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) -{ - if (!g_FontTexture) - ImGui_ImplSdlGL3_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - SDL_GetWindowSize(window, &w, &h); - SDL_GL_GetDrawableSize(window, &display_w, &display_h); - 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 - 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; - - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) - int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - 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(-FLT_MAX, -FLT_MAX); - - 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; - - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide OS mouse cursor if ImGui is drawing it - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); - - // Start the frame - ImGui::NewFrame(); -} diff --git a/src/imgui_impl_sdl_gl3.h b/src/imgui_impl_sdl_gl3.h deleted file mode 100644 index 99abd40..0000000 --- a/src/imgui_impl_sdl_gl3.h +++ /dev/null @@ -1,19 +0,0 @@ -// ImGui SDL2 binding with OpenGL3 -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct SDL_Window; -typedef union SDL_Event SDL_Event; - -IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window); -IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); -IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); -IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects(); |