Example: Marmalade: shallow tweaks and cleanups to match ImGui coding style (#375)

This commit is contained in:
ocornut 2015-10-15 12:44:30 +02:00
parent 81927b073e
commit 2b3fb5c0f7
3 changed files with 125 additions and 126 deletions

View File

@ -1,6 +1,9 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
@ -16,8 +19,8 @@
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static CIwTexture* g_FontTexture = 0;
static char* g_ClipboardText = 0 ;
static CIwTexture* g_FontTexture = NULL;
static char* g_ClipboardText = NULL;
static bool g_osdKeyboardEnabled = false;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
@ -41,8 +44,9 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
for( int i=0; i < nVert; i++ ) {
// todo - optimize multiplication on gpu using vertex shader
for( int i=0; i < nVert; i++ )
{
// TODO: optimize multiplication on gpu using vertex shader
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
@ -73,7 +77,6 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
IwGxSetMaterial(pCurrentMaterial);
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
}
idx_buffer += pcmd->ElemCount;
@ -81,18 +84,20 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
IwGxFlush();
}
// TODO restore modified state (i.e. mvp matrix)
// TODO: restore modified state (i.e. mvp matrix)
}
static const char* ImGui_Marmalade_GetClipboardText()
{
if(s3eClipboardAvailable()) {
if (s3eClipboardAvailable())
{
int size = s3eClipboardGetText(NULL, 0);
if( size > 0 ) {
if(g_ClipboardText) {
if (size > 0)
{
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = 0 ;
g_ClipboardText = NULL;
}
g_ClipboardText = new char[size];
g_ClipboardText[0] = '\0';
@ -105,54 +110,42 @@ static const char* ImGui_Marmalade_GetClipboardText()
static void ImGui_Marmalade_SetClipboardText(const char* text)
{
if( s3eClipboardAvailable() ) {
if (s3eClipboardAvailable())
s3eClipboardSetText(text);
}
}
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
{
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
// button was pressed. For touchscreens this should always have the value
// button was pressed. For touchscreen this should always have the value
// S3E_POINTER_BUTTON_SELECT
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
if(pEvent->m_Pressed==1) {
if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
if (pEvent->m_Pressed == 1)
{
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
g_MousePressed[0] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) {
if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
g_MousePressed[1] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
g_MousePressed[2] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
g_MouseWheel += pEvent->m_y;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
g_MouseWheel += pEvent->m_y;
}
}
return 0;
}
//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
//{
// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
//}
int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
if( e->m_Pressed == 1 ) {
if (e->m_Pressed == 1)
io.KeysDown[e->m_Key] = true;
}
if(e->m_Pressed == 0) {
if (e->m_Pressed == 0)
io.KeysDown[e->m_Key] = false;
}
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
@ -164,11 +157,9 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
if( (e->m_Char > 0 && e->m_Char < 0x10000) ) {
if ((e->m_Char > 0 && e->m_Char < 0x10000))
io.AddInputCharacter((unsigned short)e->m_Char);
}
return 0;
}
@ -207,16 +198,17 @@ bool ImGui_Marmalade_CreateDeviceObjects()
void ImGui_Marmalade_InvalidateDeviceObjects()
{
if(g_ClipboardText) {
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = 0 ;
g_ClipboardText = NULL;
}
if (g_FontTexture)
{
delete g_FontTexture;
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
g_FontTexture = NULL;
}
}
@ -268,9 +260,8 @@ void ImGui_Marmalade_Shutdown()
void ImGui_Marmalade_NewFrame()
{
if (!g_FontTexture) {
if (!g_FontTexture)
ImGui_Marmalade_CreateDeviceObjects();
}
ImGuiIO& io = ImGui::GetIO();
@ -290,7 +281,8 @@ void ImGui_Marmalade_NewFrame()
mouse_y = s3ePointerGetY();
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
for (int i = 0; i < 3; i++) {
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // 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.
g_MousePressed[i] = false;
}
@ -298,21 +290,27 @@ void ImGui_Marmalade_NewFrame()
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
// TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// Start the frame
ImGui::NewFrame();
// show/hide OSD keyboard
if( io.WantTextInput ) { // some text input widget is active?
if( !g_osdKeyboardEnabled ) {
// Show/hide OSD keyboard
if (io.WantTextInput)
{
// Some text input widget is active?
if (!g_osdKeyboardEnabled)
{
g_osdKeyboardEnabled = true;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
}
}
else { // no text input widget is active
if(g_osdKeyboardEnabled) {
else
{
// No text input widget is active
if (g_osdKeyboardEnabled)
{
g_osdKeyboardEnabled = false;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
}

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@ -1,6 +1,9 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
@ -14,6 +17,5 @@ IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
// callbacks (installed by default if you enable 'install_callbacks' during initialization)
// You can also handle inputs yourself and use those as a reference.
IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData);
//IMGUI_API void ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData);
IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData);

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@ -11,7 +11,6 @@
#include <s3ePointer.h>
#include <IwGx.h>
int main(int, char**)
{
// Setup ImGui binding