diff --git a/examples/README.txt b/examples/README.txt index f958d526..f5af693f 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -4,11 +4,10 @@ I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX. Please let me know if they don't work with your setup! You can probably just import the .cpp files into your own system and figure out the linkage from there. - opengl_example/ OpenGL example, using GLFW + fixed pipeline. This is simple and should work for all OpenGL enabled applications. - Prefer following this example since it is the shortest one! + Prefer following this example to learn how ImGui works, because it is the simplest shortest one! opengl3_example/ OpenGL example, using GLFW/GL3W + programmable pipeline. @@ -28,3 +27,6 @@ ios_example/ sdl_opengl_example/ SDL2 + OpenGL example. + +allegro5_example/ + Allegro 5 example. diff --git a/examples/allegro5_example/README.md b/examples/allegro5_example/README.md new file mode 100644 index 00000000..62128a33 --- /dev/null +++ b/examples/allegro5_example/README.md @@ -0,0 +1,18 @@ + +# How to Build + +- On Ubuntu 14.04+ + +```bash +g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui.cpp -lallegro -lallegro_primitives +``` + +- On Windows with Visual Studio's CLI + +\ is your allegro5 folder. + +``` +cl /MD /I /I ..\imgui main.cpp imgui_impl_a5.cpp ..\imgui\imgui.cpp /link /LIBPATH: allegro-5.0.10-monolith-md.lib user32.lib +``` + +public domain diff --git a/examples/allegro5_example/imgui_impl_a5.cpp b/examples/allegro5_example/imgui_impl_a5.cpp new file mode 100644 index 00000000..9d3c94e3 --- /dev/null +++ b/examples/allegro5_example/imgui_impl_a5.cpp @@ -0,0 +1,284 @@ +// ImGui Allegro 5 bindings +// https://github.com/ocornut/imgui +// by @birthggd, public domain + +#include // uint64_t +#include // memcpy +#include +#include "imgui_impl_a5.h" +#include +#include + +#ifdef _WIN32 +#include +#endif + +// Data +static ALLEGRO_DISPLAY* g_Display = NULL; +static ALLEGRO_BITMAP* g_Texture = NULL; +static double g_Time = 0.0; +static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL; +static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL; + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + +struct ImDrawVertAllegro +{ + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; +}; + +static void ImGui_ImplA5_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +{ + int op, src, dst; + al_get_blender(&op, &src, &dst); + al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); + + for (int n = 0; n < cmd_lists_count; n++) + { + const ImDrawList* cmd_list = cmd_lists[n]; + + // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats + static ImVector vertices; + vertices.resize(cmd_list->vtx_buffer.size()); + for (int i = 0; i < cmd_list->vtx_buffer.size(); ++i) + { + const ImDrawVert &dv = cmd_list->vtx_buffer[i]; + ImDrawVertAllegro v; + v.pos = dv.pos; + v.uv = dv.uv; + unsigned char *c = (unsigned char*)&dv.col; + v.col = al_map_rgba(c[0], c[1], c[2], c[3]); + vertices[i] = v; + } + + int vtx_offset = 0; + for (int 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 + { + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->texture_id; + al_set_clipping_rectangle(pcmd->clip_rect.x, pcmd->clip_rect.y, pcmd->clip_rect.z-pcmd->clip_rect.x, pcmd->clip_rect.w-pcmd->clip_rect.y); + al_draw_prim(&vertices[0], g_VertexDecl, texture, vtx_offset, vtx_offset+pcmd->vtx_count, ALLEGRO_PRIM_TRIANGLE_LIST); + } + vtx_offset += pcmd->vtx_count; + } + } + + // Restore modified state + al_set_blender(op, src, dst); + al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display)); +} + +bool Imgui_ImplA5_CreateDeviceObjects() +{ + ImGuiIO &io = ImGui::GetIO(); + + // Build texture + unsigned char *pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Create texture + int flags = al_get_new_bitmap_flags(); + int fmt = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* img = al_create_bitmap(width, height); + al_set_new_bitmap_flags(flags); + al_set_new_bitmap_format(fmt); + if (!img) + return false; + + ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); + if (!locked_img) + { + al_destroy_bitmap(img); + return false; + } + memcpy(locked_img->data, pixels, sizeof(int)*width*height); + al_unlock_bitmap(img); + + // Convert software texture to hardware texture. + ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); + al_destroy_bitmap(img); + if (!cloned_img) + return false; + + // Store our identifier + io.Fonts->TexID = (void*)cloned_img; + g_Texture = cloned_img; + + // Cleanup (don't clear the input data if you want to append new fonts later) + io.Fonts->ClearInputData(); + io.Fonts->ClearTexData(); + + // Create an invisible mouse cursor + // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. + ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8); + g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + al_destroy_bitmap(mouse_cursor); + + return true; +} + +void ImGui_ImplA5_InvalidateDeviceObjects() +{ + if (g_Texture) + { + al_destroy_bitmap(g_Texture); + ImGui::GetIO().Fonts->TexID = NULL; + g_Texture = NULL; + } + if (g_MouseCursorInvisible) + { + al_destroy_mouse_cursor(g_MouseCursorInvisible); + g_MouseCursorInvisible = NULL; + } +} + +bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) +{ + g_Display = display; + + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP; + io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN; + io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP; + io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN; + io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME; + io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END; + io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; + io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; + io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; + io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; + io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; + io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X; + io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; + io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; + + io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; +#ifdef _WIN32 + io.ImeWindowHandle = al_get_win_window_handle(g_Display); +#endif + + return true; +} + +void ImGui_ImplA5_Shutdown() +{ + ImGui_ImplA5_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev) +{ + ImGuiIO &io = ImGui::GetIO(); + + switch (ev->type) + { + case ALLEGRO_EVENT_MOUSE_AXES: + io.MouseWheel += ev->mouse.dz; + return true; + case ALLEGRO_EVENT_KEY_CHAR: + if (ev->keyboard.display == g_Display) + if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000) + io.AddInputCharacter((unsigned short)ev->keyboard.unichar); + return true; + case ALLEGRO_EVENT_KEY_DOWN: + case ALLEGRO_EVENT_KEY_UP: + if (ev->keyboard.display == g_Display) + io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN); + return true; + } + return false; +} + + +void ImGui_ImplA5_NewFrame() +{ + if (!g_Texture) + Imgui_ImplA5_CreateDeviceObjects(); + + ImGuiIO &io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + w = al_get_display_width(g_Display); + h = al_get_display_height(g_Display); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + double current_time = al_get_time(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL); + io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT); + io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR); + + ALLEGRO_MOUSE_STATE mouse; + if (keys.display == g_Display) + { + al_get_mouse_state(&mouse); + io.MousePos = ImVec2((float)mouse.x, (float)mouse.y); + } + else + { + io.MousePos = ImVec2(-1, -1); + } + + al_get_mouse_state(&mouse); + io.MouseDown[0] = mouse.buttons & (1 << 0); + io.MouseDown[1] = mouse.buttons & (1 << 1); + io.MouseDown[2] = mouse.buttons & (1 << 2); + + // Hide OS mouse cursor if ImGui is drawing it + if (io.MouseDrawCursor) + { + al_set_mouse_cursor(g_Display, g_MouseCursorInvisible); + } + else + { + ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; + switch (ImGui::GetMouseCursor()) + { + case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; + case ImGuiMouseCursor_Move: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; + case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; + case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; + case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + } + al_set_system_mouse_cursor(g_Display, cursor_id); + } + + // Start the frame + ImGui::NewFrame(); +} diff --git a/examples/allegro5_example/imgui_impl_a5.h b/examples/allegro5_example/imgui_impl_a5.h new file mode 100644 index 00000000..e31ecfe7 --- /dev/null +++ b/examples/allegro5_example/imgui_impl_a5.h @@ -0,0 +1,18 @@ +// ImGui Allegro 5 bindings +// https://github.com/ocornut/imgui +// by @birthggd, public domain + +#pragma once + +struct ALLEGRO_DISPLAY; +union ALLEGRO_EVENT; + +bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); +void ImGui_ImplA5_Shutdown(); +void ImGui_ImplA5_NewFrame(); + +bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); + +// Use if you want to reset your rendering device without losing ImGui state. +bool Imgui_ImplA5_CreateDeviceObjects(); +void ImGui_ImplA5_InvalidateDeviceObjects(); diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp new file mode 100644 index 00000000..4de89251 --- /dev/null +++ b/examples/allegro5_example/main.cpp @@ -0,0 +1,97 @@ +// ImGui - standalone example application for Allegro 5 +// public domain + +#include +#include +#include +#include +#include "imgui_impl_a5.h" + +int main(int, char**) +{ + // Setup Allegro + al_init(); + al_install_keyboard(); + al_install_mouse(); + al_init_primitives_addon(); + al_set_new_display_flags(ALLEGRO_RESIZABLE); + ALLEGRO_DISPLAY* display = al_create_display(1280, 720); + al_set_window_title(display, "ImGui Allegro 5 example"); + ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); + al_register_event_source(queue, al_get_display_event_source(display)); + al_register_event_source(queue, al_get_keyboard_event_source()); + al_register_event_source(queue, al_get_mouse_event_source()); + + // Setup ImGui binding + ImGui_ImplA5_Init(display); + //ImGuiIO& io = ImGui::GetIO(); + //ImFont* my_font0 = io.Fonts->AddFontDefault(); + //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); + //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); + //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1; + //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1; + //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese()); + + bool show_test_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImColor(114, 144, 154); + + // Main loop + bool running = true; + while (running) + { + ALLEGRO_EVENT ev; + while (al_get_next_event(queue, &ev)) + { + ImGui_ImplA5_ProcessEvent(&ev); + if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; + if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) + { + ImGui_ImplA5_InvalidateDeviceObjects(); + al_acknowledge_resize(display); + Imgui_ImplA5_CreateDeviceObjects(); + } + } + ImGui_ImplA5_NewFrame(); + + // 1. Show a simple window + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + { + static float f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::ColorEdit3("clear color", (float*)&clear_color); + if (ImGui::Button("Test Window")) show_test_window ^= 1; + if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + } + + // 2. Show another simple window, this time using an explicit Begin/End pair + if (show_another_window) + { + ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver); + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello"); + ImGui::End(); + } + + // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() + if (show_test_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::ShowTestWindow(&show_test_window); + } + + // Rendering + al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w)); + ImGui::Render(); + al_flip_display(); + } + + // Cleanup + ImGui_ImplA5_Shutdown(); + al_destroy_event_queue(queue); + al_destroy_display(display); + + return 0; +} diff --git a/examples/sdl_opengl_example/README.md b/examples/sdl_opengl_example/README.md new file mode 100644 index 00000000..de553f30 --- /dev/null +++ b/examples/sdl_opengl_example/README.md @@ -0,0 +1,10 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +\ is your SDL2 folder. + +``` +cl /MD /I /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui.cpp /link /LIBPATH: SDL2.lib SDL2main.lib +``` diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp index 7d5d7aa0..9bac0959 100644 --- a/examples/sdl_opengl_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp @@ -95,39 +95,39 @@ static void ImGui_ImplSdl_SetClipboardText(const char* text) SDL_SetClipboardText(text); } -bool ImGui_ImplSdl_EventCallback(const SDL_Event& event) +bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); - switch (event.type) + switch (event->type) { case SDL_MOUSEWHEEL: { - if (event.wheel.y > 0) + if (event->wheel.y > 0) g_MouseWheel = 1; - if (event.wheel.y < 0) + 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; + 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: { ImGuiIO& io = ImGui::GetIO(); - unsigned int c = event.text.text[0]; + unsigned int c = event->text.text[0]; if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)event.text.text[0]); + io.AddInputCharacter((unsigned short)c); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { - int key = event.key.keysym.sym & ~SDLK_SCANCODE_MASK; - io.KeysDown[key] = (event.type == SDL_KEYDOWN); + 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); diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.h b/examples/sdl_opengl_example/imgui_impl_sdl.h index 1e8d91c4..2b1dfffd 100644 --- a/examples/sdl_opengl_example/imgui_impl_sdl.h +++ b/examples/sdl_opengl_example/imgui_impl_sdl.h @@ -7,7 +7,7 @@ typedef union SDL_Event SDL_Event; bool ImGui_ImplSdl_Init(SDL_Window *window); void ImGui_ImplSdl_Shutdown(); void ImGui_ImplSdl_NewFrame(SDL_Window *window); -bool ImGui_ImplSdl_EventCallback(const SDL_Event& event); +bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. void ImGui_ImplSdl_InvalidateDeviceObjects(); diff --git a/examples/sdl_opengl_example/main.cpp b/examples/sdl_opengl_example/main.cpp index 87e5c794..3c8807f4 100644 --- a/examples/sdl_opengl_example/main.cpp +++ b/examples/sdl_opengl_example/main.cpp @@ -44,7 +44,7 @@ int SDL_main(int, char**) SDL_Event event; while (SDL_PollEvent(&event)) { - ImGui_ImplSdl_EventCallback(event); + ImGui_ImplSdl_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; }