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b1ec90d565 | |||
7afd62ec57 | |||
595684e08c | |||
3ee50af57e | |||
005b897d7d | |||
9f6b1ace8f | |||
94dc3df956 | |||
b6fe5eb4b4 | |||
d5fd87e806 | |||
570a9dadc4 | |||
8f0f71c7ba | |||
2a505ebb9a | |||
56927cbb54 | |||
13b1e0ec9b | |||
b8f86ec4bd | |||
d6be992bef | |||
a81a5e5235 | |||
9e8795f4e2 | |||
f144646c83 | |||
e585204d82 | |||
39510d05ea | |||
3922988dea | |||
739e73b07b | |||
fc66365805 | |||
31fe006c85 | |||
6277ffe00f | |||
85725ff9c6 | |||
76ca7c42ca | |||
bf6f6ba858 | |||
49fb7364b5 | |||
35085a4480 | |||
749e8fa345 | |||
81c86dd5e7 | |||
8061a6ceea | |||
4e3c6f64c0 | |||
3aa4a108ed | |||
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dc4a07c49a | |||
e41568f87f |
@ -2,6 +2,7 @@ language: cpp
|
||||
|
||||
os:
|
||||
- linux
|
||||
- osx
|
||||
|
||||
compiler:
|
||||
- gcc
|
||||
|
32
README.md
@ -39,13 +39,19 @@ Demo
|
||||
----
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
|
||||
- [imgui-demo-binaries-20150909.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150909.zip) (Windows binaries, ImGui 1.46 WIP 2015/09/09, 4 executables, 505 KB)
|
||||
- [imgui-demo-binaries-20160410.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20160410.zip) (Windows binaries, ImGui 1.48+ 2016/04/10, 4 executables, 534 KB)
|
||||
|
||||
|
||||
Gallery
|
||||
-------
|
||||
|
||||

|
||||
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
|
||||
|
||||

|
||||

|
||||
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
|
||||
|
||||

|
||||

|
||||

|
||||
@ -89,12 +95,15 @@ Frequently Asked Question (FAQ)
|
||||
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
|
||||
|
||||
<b>How do I update to a newer version of ImGui?</b>
|
||||
<br><b>Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)</b>
|
||||
<br><b>What is ImTextureID and how do I display an image?</b>
|
||||
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
|
||||
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
|
||||
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
|
||||
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
|
||||
<br><b>How can I load a different font than the default?</b>
|
||||
<br><b>How can I load multiple fonts?</b>
|
||||
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
|
||||
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
|
||||
|
||||
See the FAQ in imgui.cpp for answers.
|
||||
|
||||
@ -124,6 +133,10 @@ If you intend to display large lists of items (say, 1000+) it can be beneficial
|
||||
|
||||
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
|
||||
|
||||
This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
|
||||
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/13044612/59f07aec-d3cf-11e5-8ccb-39adf2e13e69.png)
|
||||
|
||||
<b>Why using C++ (as opposed to C)?</b>
|
||||
|
||||
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
|
||||
@ -152,13 +165,16 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||
Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||
|
||||
Special supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano.
|
||||
Double-chocolate sponsors:
|
||||
- Media Molecule, Mobigame
|
||||
|
||||
And:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm.
|
||||
Salty caramel supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano, Chris Genova, ikrima
|
||||
|
||||
Caramel supporters:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley.
|
||||
|
||||
And other supporters; thanks!
|
||||
|
||||
|
@ -1,5 +1,10 @@
|
||||
Those are standalone ready-to-build applications to demonstrate ImGui.
|
||||
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
|
||||
Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
|
||||
|
||||
Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links
|
||||
(languages: C, .net, rust, D, Python, Lua..)
|
||||
(frameworks: DX12, Vulkan, Cinder, OpenGLES, openFrameworks, Cocos2d-x, SFML, Flexium, NanoRT, Irrlicht..)
|
||||
(extras: RemoteImGui, ImWindow, imgui_wm..)
|
||||
|
||||
TL;DR;
|
||||
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
|
||||
@ -17,7 +22,7 @@ ImGui is highly portable and only requires a few things to run:
|
||||
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
|
||||
So this is essentially what those examples are doing + the obligatory cruft for portability.
|
||||
|
||||
Unfortunately in 2015 it is still tedious to create and maintain portable build files using external
|
||||
Unfortunately in 2016 it is still tedious to create and maintain portable build files using external
|
||||
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
|
||||
third party software. For most examples here I choose to provide:
|
||||
- Makefiles for Linux/OSX
|
||||
@ -27,6 +32,15 @@ Please let me know if they don't work with your setup!
|
||||
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
|
||||
directly with a command-line compiler.
|
||||
|
||||
ImGui has zero frame of lag for most behaviors and one frame of lag for some behaviors.
|
||||
At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
|
||||
a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
|
||||
experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
|
||||
the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience
|
||||
to switch to a software rendered cursor when an interactive drag is in progress.
|
||||
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
|
||||
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
|
||||
|
||||
opengl_example/
|
||||
OpenGL example, using GLFW + fixed pipeline.
|
||||
This is simple and should work for all OpenGL enabled applications.
|
||||
@ -49,15 +63,15 @@ directx11_example/
|
||||
DirectX11 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX11.
|
||||
|
||||
ios_example/
|
||||
iOS example.
|
||||
Using Synergy to access keyboard/mouse data from server computer.
|
||||
apple_example/
|
||||
OSX & iOS example.
|
||||
On iOS, Using Synergy to access keyboard/mouse data from server computer.
|
||||
Synergy keyboard integration is rather hacky.
|
||||
|
||||
sdl_opengl_example/
|
||||
SDL2 + OpenGL example.
|
||||
|
||||
sdl_opengl_example/
|
||||
sdl_opengl3_example/
|
||||
SDL2 + OpenGL3 example.
|
||||
|
||||
allegro5_example/
|
||||
@ -65,4 +79,8 @@ allegro5_example/
|
||||
|
||||
marmalade_example/
|
||||
Marmalade example using IwGx
|
||||
|
||||
|
||||
vulkan_example/
|
||||
Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' 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.
|
||||
@ -38,14 +40,14 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
|
||||
al_get_blender(&op, &src, &dst);
|
||||
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
|
||||
static ImVector<ImDrawVertAllegro> vertices;
|
||||
vertices.resize(cmd_list->VtxBuffer.size());
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
|
||||
{
|
||||
const ImDrawVert &dv = cmd_list->VtxBuffer[i];
|
||||
ImDrawVertAllegro v;
|
||||
@ -60,18 +62,18 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
|
||||
// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
|
||||
static ImVector<int> indices;
|
||||
indices.resize(cmd_list->IdxBuffer.size());
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
|
||||
indices[i] = (int)cmd_list->IdxBuffer.Data[i];
|
||||
|
||||
int idx_offset = 0;
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
|
||||
al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
|
||||
@ -102,11 +104,11 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
|
||||
al_set_new_bitmap_flags(flags);
|
||||
al_set_new_bitmap_format(fmt);
|
||||
if (!img)
|
||||
if (!img)
|
||||
return false;
|
||||
|
||||
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
|
||||
if (!locked_img)
|
||||
if (!locked_img)
|
||||
{
|
||||
al_destroy_bitmap(img);
|
||||
return false;
|
||||
@ -117,7 +119,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
// Convert software texture to hardware texture.
|
||||
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
|
||||
al_destroy_bitmap(img);
|
||||
if (!cloned_img)
|
||||
if (!cloned_img)
|
||||
return false;
|
||||
|
||||
// Store our identifier
|
||||
@ -135,7 +137,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplA5_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_Texture)
|
||||
if (g_Texture)
|
||||
{
|
||||
al_destroy_bitmap(g_Texture);
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
@ -151,11 +153,11 @@ void ImGui_ImplA5_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
g_Display = display;
|
||||
|
||||
// Create custom vertex declaration.
|
||||
|
||||
// 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_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
|
||||
@ -203,13 +205,13 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
switch (ev->type)
|
||||
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.display == g_Display)
|
||||
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
|
||||
return true;
|
||||
@ -225,7 +227,7 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
|
||||
void ImGui_ImplA5_NewFrame()
|
||||
{
|
||||
if (!g_Texture)
|
||||
if (!g_Texture)
|
||||
Imgui_ImplA5_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
@ -247,14 +249,15 @@ void ImGui_ImplA5_NewFrame()
|
||||
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);
|
||||
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
|
||||
|
||||
ALLEGRO_MOUSE_STATE mouse;
|
||||
if (keys.display == g_Display)
|
||||
if (keys.display == g_Display)
|
||||
{
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-1, -1);
|
||||
}
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' 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.
|
||||
|
@ -9,7 +9,7 @@
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Allegro
|
||||
// Setup Allegro
|
||||
al_init();
|
||||
al_install_keyboard();
|
||||
al_install_mouse();
|
||||
@ -41,7 +41,7 @@ int main(int, char**)
|
||||
|
||||
// Main loop
|
||||
bool running = true;
|
||||
while (running)
|
||||
while (running)
|
||||
{
|
||||
ALLEGRO_EVENT ev;
|
||||
while (al_get_next_event(queue, &ev))
|
||||
@ -70,7 +70,7 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
@ -79,7 +79,7 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
|
@ -1,20 +1,27 @@
|
||||
# iOS example
|
||||
# iOS / OSX example
|
||||
|
||||
## Introduction
|
||||
|
||||
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
|
||||
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
|
||||
|
||||
It is a rather complex example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui.
|
||||
It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The opengl3_example/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
|
||||
|
||||
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
|
||||
|
||||
## How to Use
|
||||
## How to Use on iOS
|
||||
|
||||
0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
|
||||
0. Run the example app.
|
||||
0. Tap the "servername" button in the corner
|
||||
0. Enter the name or the IP of your synergy host
|
||||
0. If you had previously connected to a server, you may need to kill and re-start the app.
|
||||
* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
|
||||
* Run the example app.
|
||||
* Tap the "servername" button in the corner
|
||||
* Enter the name or the IP of your synergy host
|
||||
* If you had previously connected to a server, you may need to kill and re-start the app.
|
||||
|
||||
## How to Build on OSX
|
||||
|
||||
* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
|
||||
* Run the command: `brew install glfw3`
|
||||
* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
|
||||
* Click `Run` button
|
||||
|
||||
## Notes and TODOs
|
||||
|
||||
@ -25,7 +32,8 @@ Things that would be nice but I didn't get around to doing:
|
||||
* Graceful disconnect/reconnect from uSynergy.
|
||||
* Copy/Paste not well-supported
|
||||
|
||||
## C++ on iOS
|
||||
## C++ on iOS / OSX
|
||||
|
||||
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
|
||||
|
||||
Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
|
@ -63,6 +63,11 @@
|
||||
"idiom" : "ipad",
|
||||
"filename" : "icon_imgui_76@2x~ipad.png",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "83.5x83.5",
|
||||
"scale" : "2x"
|
||||
}
|
||||
],
|
||||
"info" : {
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |
Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 5.8 KiB |
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
22
examples/apple_example/imguiex-ios/imgui_impl_ios.h
Normal file
@ -0,0 +1,22 @@
|
||||
// ImGui iOS+OpenGL+Synergy binding
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
|
||||
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
|
||||
|
||||
// by Joel Davis (joeld42@gmail.com)
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Foundation/Foundation.h>
|
||||
#include <UIKit/UIKit.h>
|
||||
|
||||
@interface ImGuiHelper : NSObject
|
||||
|
||||
- (id) initWithView: (UIView *)view;
|
||||
|
||||
- (void)connectServer: (NSString*)serverName;
|
||||
|
||||
- (void)render;
|
||||
- (void)newFrame;
|
||||
|
||||
@end
|
@ -1,6 +1,7 @@
|
||||
//
|
||||
// imgui_impl_ios.cpp
|
||||
// imguiex
|
||||
// ImGui iOS+OpenGL+Synergy binding
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
|
||||
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
|
||||
|
||||
#import <OpenGLES/ES3/gl.h>
|
||||
#import <OpenGLES/ES3/glext.h>
|
||||
@ -262,10 +263,10 @@ void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
|
||||
// printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeysDown[key] = down;
|
||||
io.KeyShift = modifiers & USYNERGY_MODIFIER_SHIFT;
|
||||
io.KeyCtrl = modifiers & USYNERGY_MODIFIER_CTRL;
|
||||
io.KeyAlt = modifiers & USYNERGY_MODIFIER_ALT;
|
||||
|
||||
io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
|
||||
io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
|
||||
io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
|
||||
io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
|
||||
|
||||
// Add this as keyboard input
|
||||
if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
|
15
examples/apple_example/imguiex-osx/AppDelegate.h
Normal file
@ -0,0 +1,15 @@
|
||||
//
|
||||
// AppDelegate.h
|
||||
// imguiex-osx
|
||||
//
|
||||
// Created by James Chen on 4/5/16.
|
||||
// Copyright © 2016 Joel Davis. All rights reserved.
|
||||
//
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
|
||||
|
||||
@end
|
||||
|
26
examples/apple_example/imguiex-osx/AppDelegate.m
Normal file
@ -0,0 +1,26 @@
|
||||
//
|
||||
// AppDelegate.m
|
||||
// imguiex-osx
|
||||
//
|
||||
// Created by James Chen on 4/5/16.
|
||||
// Copyright © 2016 Joel Davis. All rights reserved.
|
||||
//
|
||||
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@interface AppDelegate ()
|
||||
|
||||
@property (weak) IBOutlet NSWindow *window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
|
||||
// Insert code here to initialize your application
|
||||
}
|
||||
|
||||
- (void)applicationWillTerminate:(NSNotification *)aNotification {
|
||||
// Insert code here to tear down your application
|
||||
}
|
||||
|
||||
@end
|
@ -0,0 +1,64 @@
|
||||
{
|
||||
"images" : [
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "16x16",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "16x16",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "32x32",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "32x32",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "128x128",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "128x128",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "256x256",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "256x256",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "512x512",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"size" : "512x512",
|
||||
"idiom" : "mac",
|
||||
"filename" : "icon_imgui_180x180.png",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "512x512",
|
||||
"scale" : "2x"
|
||||
}
|
||||
],
|
||||
"info" : {
|
||||
"version" : 1,
|
||||
"author" : "xcode"
|
||||
}
|
||||
}
|
After Width: | Height: | Size: 5.8 KiB |
@ -0,0 +1,6 @@
|
||||
{
|
||||
"info" : {
|
||||
"version" : 1,
|
||||
"author" : "xcode"
|
||||
}
|
||||
}
|
34
examples/apple_example/imguiex-osx/Info.plist
Normal file
@ -0,0 +1,34 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDevelopmentRegion</key>
|
||||
<string>en</string>
|
||||
<key>CFBundleExecutable</key>
|
||||
<string>$(EXECUTABLE_NAME)</string>
|
||||
<key>CFBundleIconFile</key>
|
||||
<string></string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
|
||||
<key>CFBundleInfoDictionaryVersion</key>
|
||||
<string>6.0</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>$(PRODUCT_NAME)</string>
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1</string>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
|
||||
<key>NSHumanReadableCopyright</key>
|
||||
<string>Copyright © 2016 Joel Davis. All rights reserved.</string>
|
||||
<key>NSMainNibFile</key>
|
||||
<string>MainMenu</string>
|
||||
<key>NSPrincipalClass</key>
|
||||
<string>NSApplication</string>
|
||||
</dict>
|
||||
</plist>
|
13
examples/apple_example/imguiex-osx/main.m
Normal file
@ -0,0 +1,13 @@
|
||||
//
|
||||
// main.m
|
||||
// imguiex-osx
|
||||
//
|
||||
// Created by James Chen on 4/5/16.
|
||||
// Copyright © 2016 Joel Davis. All rights reserved.
|
||||
//
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
int main(int argc, const char * argv[]) {
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
@ -9,6 +9,16 @@
|
||||
/* Begin PBXBuildFile section */
|
||||
197E1E871B8943FE00E3FE6A /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */; };
|
||||
197E1E891B89443600E3FE6A /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E881B89443600E3FE6A /* imgui_demo.cpp */; };
|
||||
1A1A0F231CB39FB50090F036 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F221CB39FB50090F036 /* AppDelegate.m */; };
|
||||
1A1A0F281CB39FB50090F036 /* Assets.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 1A1A0F271CB39FB50090F036 /* Assets.xcassets */; };
|
||||
1A1A0F301CB3A0DA0090F036 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */; };
|
||||
1A1A0F311CB3A0DA0090F036 /* imgui.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5861B2E64AB00C130BA /* imgui.cpp */; };
|
||||
1A1A0F321CB3A0DE0090F036 /* uSynergy.c in Sources */ = {isa = PBXBuildFile; fileRef = 6D1E39151B35EEF10017B40F /* uSynergy.c */; };
|
||||
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buildConfigurations = (
|
||||
6D2FC57C1B2E632000C130BA /* Debug */,
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' 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.
|
||||
@ -32,6 +34,7 @@ static ID3D10SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D10RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D10BlendState* g_pBlendState = NULL;
|
||||
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
@ -44,6 +47,8 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
ID3D10Device* ctx = g_pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
@ -56,7 +61,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@ -64,13 +69,13 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC bufferDesc;
|
||||
memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@ -79,7 +84,6 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@ -93,11 +97,10 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
{
|
||||
void* mappedResource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
|
||||
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||
const float L = 0.0f;
|
||||
const float R = ImGui::GetIO().DisplaySize.x;
|
||||
const float B = ImGui::GetIO().DisplaySize.y;
|
||||
@ -109,39 +112,76 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
g_pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX10_STATE
|
||||
{
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
g_pd3dDevice->RSSetViewports(1, &vp);
|
||||
}
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D10RasterizerState* RS;
|
||||
ID3D10BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D10DepthStencilState* DepthStencilState;
|
||||
ID3D10ShaderResourceView* PSShaderResource;
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D10InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX10_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
ctx->PSGetShader(&old.PS);
|
||||
ctx->VSGetShader(&old.VS);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDevice->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_pd3dDevice->VSSetShader(g_pVertexShader);
|
||||
g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
g_pd3dDevice->PSSetShader(g_pPixelShader);
|
||||
g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||
g_pd3dDevice->RSSetState(g_pRasterizerState);
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
@ -159,19 +199,30 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||
g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
||||
g_pd3dDevice->RSSetScissorRects(1, &r);
|
||||
g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.size();
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
g_pd3dDevice->IASetInputLayout(NULL);
|
||||
g_pd3dDevice->PSSetShader(NULL);
|
||||
g_pd3dDevice->VSSetShader(NULL);
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
@ -232,33 +283,33 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
|
||||
// Create DX10 texture
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC texDesc;
|
||||
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||
texDesc.Width = width;
|
||||
texDesc.Height = height;
|
||||
texDesc.MipLevels = 1;
|
||||
texDesc.ArraySize = 1;
|
||||
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
texDesc.SampleDesc.Count = 1;
|
||||
texDesc.Usage = D3D10_USAGE_DEFAULT;
|
||||
texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
D3D10_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D *pTexture = NULL;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = texDesc.Width * 4;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
ZeroMemory(&srv_desc, sizeof(srv_desc));
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
@ -267,17 +318,17 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D10_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.f;
|
||||
samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
samplerDesc.MinLOD = 0.f;
|
||||
samplerDesc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||
D3D10_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
@ -292,6 +343,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
@ -329,24 +386,24 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
return false;
|
||||
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC localLayout[] = {
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D10_BUFFER_DESC cbDesc;
|
||||
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
cbDesc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||
D3D10_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -402,6 +459,20 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D10_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
@ -418,6 +489,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
@ -474,7 +546,7 @@ void ImGui_ImplDX10_Shutdown()
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pVB)
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -494,6 +566,7 @@ void ImGui_ImplDX10_NewFrame()
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
io.KeySuper = false;
|
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' 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.
|
||||
|
@ -5,7 +5,6 @@
|
||||
#include "imgui_impl_dx10.h"
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
@ -21,7 +20,7 @@ void CreateRenderTarget()
|
||||
g_pSwapChain->GetDesc(&sd);
|
||||
|
||||
// Create the render target
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
@ -63,27 +62,6 @@ HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
// Setup rasterizer
|
||||
{
|
||||
D3D10_RASTERIZER_DESC RSDesc;
|
||||
memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
|
||||
RSDesc.FillMode = D3D10_FILL_SOLID;
|
||||
RSDesc.CullMode = D3D10_CULL_NONE;
|
||||
RSDesc.FrontCounterClockwise = FALSE;
|
||||
RSDesc.DepthBias = 0;
|
||||
RSDesc.SlopeScaledDepthBias = 0.0f;
|
||||
RSDesc.DepthBiasClamp = 0;
|
||||
RSDesc.DepthClipEnable = TRUE;
|
||||
RSDesc.ScissorEnable = TRUE;
|
||||
RSDesc.AntialiasedLineEnable = FALSE;
|
||||
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
||||
|
||||
ID3D10RasterizerState* pRState = NULL;
|
||||
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
||||
g_pd3dDevice->RSSetState(pRState);
|
||||
pRState->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' 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.
|
||||
@ -32,6 +34,7 @@ static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
@ -44,6 +47,8 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
@ -63,21 +68,21 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
@ -89,60 +94,99 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
vtx_dst += cmd_list->VtxBuffer.size();
|
||||
idx_dst += cmd_list->IdxBuffer.size();
|
||||
}
|
||||
g_pd3dDeviceContext->Unmap(g_pVB, 0);
|
||||
g_pd3dDeviceContext->Unmap(g_pIB, 0);
|
||||
ctx->Unmap(g_pVB, 0);
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
|
||||
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
||||
const float L = 0.0f;
|
||||
const float R = ImGui::GetIO().DisplaySize.x;
|
||||
const float B = ImGui::GetIO().DisplaySize.y;
|
||||
const float T = 0.0f;
|
||||
const float mvp[4][4] =
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
float L = 0.0f;
|
||||
float R = ImGui::GetIO().DisplaySize.x;
|
||||
float B = ImGui::GetIO().DisplaySize.y;
|
||||
float T = 0.0f;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||
g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
g_pd3dDeviceContext->RSSetViewports(1, &vp);
|
||||
}
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
UINT PSInstancesCount, VSInstancesCount;
|
||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0.0f;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
@ -160,19 +204,32 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
|
||||
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
||||
g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.size();
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
g_pd3dDeviceContext->IASetInputLayout(NULL);
|
||||
g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
|
||||
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
@ -232,31 +289,31 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC texDesc;
|
||||
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||
texDesc.Width = width;
|
||||
texDesc.Height = height;
|
||||
texDesc.MipLevels = 1;
|
||||
texDesc.ArraySize = 1;
|
||||
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
texDesc.SampleDesc.Count = 1;
|
||||
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = texDesc.Width * 4;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
@ -267,17 +324,17 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.f;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.MinLOD = 0.f;
|
||||
samplerDesc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
@ -288,9 +345,15 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
@ -325,24 +388,23 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
return false;
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC cbDesc;
|
||||
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -398,6 +460,20 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
@ -414,6 +490,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
@ -472,7 +549,7 @@ void ImGui_ImplDX11_Shutdown()
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
if (!g_pVB)
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -492,6 +569,7 @@ void ImGui_ImplDX11_NewFrame()
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
io.KeySuper = false;
|
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' 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.
|
||||
|
@ -4,7 +4,6 @@
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
@ -21,7 +20,7 @@ void CreateRenderTarget()
|
||||
g_pSwapChain->GetDesc(&sd);
|
||||
|
||||
// Create the render target
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
@ -65,27 +64,6 @@ HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
// Setup rasterizer
|
||||
{
|
||||
D3D11_RASTERIZER_DESC RSDesc;
|
||||
memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
|
||||
RSDesc.FillMode = D3D11_FILL_SOLID;
|
||||
RSDesc.CullMode = D3D11_CULL_NONE;
|
||||
RSDesc.FrontCounterClockwise = FALSE;
|
||||
RSDesc.DepthBias = 0;
|
||||
RSDesc.SlopeScaledDepthBias = 0.0f;
|
||||
RSDesc.DepthBiasClamp = 0;
|
||||
RSDesc.DepthClipEnable = TRUE;
|
||||
RSDesc.ScissorEnable = TRUE;
|
||||
RSDesc.AntialiasedLineEnable = FALSE;
|
||||
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
||||
|
||||
ID3D11RasterizerState* pRState = NULL;
|
||||
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
||||
g_pd3dDeviceContext->RSSetState(pRState);
|
||||
pRState->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
|
@ -1,3 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib d3dx9d.lib
|
||||
cl /nologo /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
|
||||
|
@ -86,7 +86,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -99,7 +99,7 @@
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -116,7 +116,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -133,7 +133,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' 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.
|
||||
@ -8,7 +10,7 @@
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3dx9.h>
|
||||
#include <d3d9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
@ -24,9 +26,9 @@ static int g_VertexBufferSize = 5000, g_IndexBufferSize = 1
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
D3DXVECTOR3 pos;
|
||||
D3DCOLOR col;
|
||||
D3DXVECTOR2 uv;
|
||||
float pos[3];
|
||||
D3DCOLOR col;
|
||||
float uv[2];
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
@ -35,6 +37,11 @@ struct CUSTOMVERTEX
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Create and grow buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
@ -51,6 +58,11 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* d3d9_state_block = NULL;
|
||||
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
@ -64,12 +76,12 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
|
||||
{
|
||||
vtx_dst->pos.x = vtx_src->pos.x;
|
||||
vtx_dst->pos.y = vtx_src->pos.y;
|
||||
vtx_dst->pos.z = 0.0f;
|
||||
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||
vtx_dst->pos[2] = 0.0f;
|
||||
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
||||
vtx_dst->uv.x = vtx_src->uv.x;
|
||||
vtx_dst->uv.y = vtx_src->uv.y;
|
||||
vtx_dst->uv[0] = vtx_src->uv.x;
|
||||
vtx_dst->uv[1] = vtx_src->uv.y;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
@ -78,37 +90,47 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
g_pIB->Unlock();
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
||||
g_pd3dDevice->SetIndices( g_pIB );
|
||||
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
||||
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
g_pd3dDevice->SetIndices(g_pIB);
|
||||
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
|
||||
g_pd3dDevice->SetPixelShader( NULL );
|
||||
g_pd3dDevice->SetVertexShader( NULL );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
|
||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
|
||||
g_pd3dDevice->SetPixelShader(NULL);
|
||||
g_pd3dDevice->SetVertexShader(NULL);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
D3DXMATRIXA16 mat;
|
||||
D3DXMatrixIdentity(&mat);
|
||||
g_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
|
||||
g_pd3dDevice->SetTransform( D3DTS_VIEW, &mat );
|
||||
D3DXMatrixOrthoOffCenterLH( &mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f );
|
||||
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
|
||||
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
|
||||
D3DMATRIX mat_projection =
|
||||
{
|
||||
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.5f, 0.0f,
|
||||
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
|
||||
};
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
@ -126,14 +148,18 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
|
||||
g_pd3dDevice->SetScissorRect( &r );
|
||||
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
|
||||
g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.size();
|
||||
}
|
||||
|
||||
// Restore the DX9 state
|
||||
d3d9_state_block->Apply();
|
||||
d3d9_state_block->Release();
|
||||
}
|
||||
|
||||
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
@ -145,26 +171,26 @@ IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LP
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MBUTTONDOWN:
|
||||
io.MouseDown[2] = true;
|
||||
io.MouseDown[2] = true;
|
||||
return true;
|
||||
case WM_MBUTTONUP:
|
||||
io.MouseDown[2] = false;
|
||||
io.MouseDown[2] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam < 256)
|
||||
@ -188,7 +214,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
|
||||
g_hWnd = (HWND)hwnd;
|
||||
g_pd3dDevice = device;
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
@ -234,14 +260,14 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = NULL;
|
||||
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
|
||||
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
@ -298,7 +324,7 @@ void ImGui_ImplDX9_NewFrame()
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
@ -306,6 +332,7 @@ void ImGui_ImplDX9_NewFrame()
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
io.KeySuper = false;
|
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' 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.
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx9.h"
|
||||
#include <d3dx9.h>
|
||||
#include <d3d9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
@ -1,22 +0,0 @@
|
||||
//
|
||||
// imgui_impl_ios.h
|
||||
// imguiex
|
||||
//
|
||||
// Joel Davis (joeld42@gmail.com)
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Foundation/Foundation.h>
|
||||
#include <UIKit/UIKit.h>
|
||||
|
||||
@interface ImGuiHelper : NSObject
|
||||
|
||||
- (id) initWithView: (UIView *)view;
|
||||
|
||||
- (void)connectServer: (NSString*)serverName;
|
||||
|
||||
- (void)render;
|
||||
- (void)newFrame;
|
||||
|
||||
@end
|
@ -1,5 +1,5 @@
|
||||
/*************************************************************************
|
||||
* GLFW 3.1 - www.glfw.org
|
||||
* GLFW 3.2 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
@ -38,20 +38,30 @@ extern "C" {
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @file glfw3native.h
|
||||
* @brief The header of the native access functions.
|
||||
*
|
||||
* This is the header file of the native access functions. See @ref native for
|
||||
* more information.
|
||||
*/
|
||||
/*! @defgroup native Native access
|
||||
*
|
||||
* **By using the native access functions you assert that you know what you're
|
||||
* doing and how to fix problems caused by using them. If you don't, you
|
||||
* shouldn't be using them.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you must define exactly one
|
||||
* window system API macro and exactly one context creation API macro. Failure
|
||||
* to do this will cause a compile-time error.
|
||||
* Before the inclusion of @ref glfw3native.h, you may define exactly one
|
||||
* window system API macro and zero or more context creation API macros.
|
||||
*
|
||||
* The chosen backends must match those the library was compiled for. Failure
|
||||
* to do this will cause a link-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
|
||||
* * `GLFW_EXPOSE_NATIVE_MIR`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
@ -86,20 +96,23 @@ extern "C" {
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/extensions/Xrandr.h>
|
||||
#else
|
||||
#error "No window API selected"
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
#include <wayland-client.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
#include <mir_toolkit/mir_client_library.h>
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#else
|
||||
#error "No context API selected"
|
||||
#endif
|
||||
|
||||
|
||||
@ -114,11 +127,10 @@ extern "C" {
|
||||
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
|
||||
* occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -130,11 +142,10 @@ GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
|
||||
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -145,11 +156,10 @@ GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
|
||||
* @return The `HWND` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -162,11 +172,10 @@ GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
* @return The `HGLRC` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -179,11 +188,10 @@ GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
* @return The `CGDirectDisplayID` of the specified monitor, or
|
||||
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -194,11 +202,10 @@ GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
|
||||
* @return The `NSWindow` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -211,11 +218,10 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -228,11 +234,10 @@ GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
* @return The `Display` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -243,11 +248,10 @@ GLFWAPI Display* glfwGetX11Display(void);
|
||||
* @return The `RRCrtc` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -258,11 +262,10 @@ GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
|
||||
* @return The `RROutput` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.1.
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -273,11 +276,10 @@ GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
|
||||
* @return The `Window` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -290,15 +292,116 @@ GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
* @return The `GLXContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `GLXWindow` of the specified window.
|
||||
*
|
||||
* @return The `GLXWindow` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
/*! @brief Returns the `struct wl_display*` used by GLFW.
|
||||
*
|
||||
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
|
||||
|
||||
/*! @brief Returns the `struct wl_output*` of the specified monitor.
|
||||
*
|
||||
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the main `struct wl_surface*` of the specified window.
|
||||
*
|
||||
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
|
||||
* an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
/*! @brief Returns the `MirConnection*` used by GLFW.
|
||||
*
|
||||
* @return The `MirConnection*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirConnection* glfwGetMirDisplay(void);
|
||||
|
||||
/*! @brief Returns the Mir output ID of the specified monitor.
|
||||
*
|
||||
* @return The Mir output ID of the specified monitor, or zero if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `MirSurface*` of the specified window.
|
||||
*
|
||||
* @return The `MirSurface*` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
@ -307,11 +410,10 @@ GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -322,11 +424,10 @@ GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
@ -337,11 +438,10 @@ GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @par Thread Safety
|
||||
* This function may be called from any thread. Access is not synchronized.
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @par History
|
||||
* Added in GLFW 3.0.
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// In this binding, ImTextureID is used to store a 'CIwTexture*' 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.
|
||||
@ -11,7 +13,7 @@
|
||||
#include "imgui_impl_marmalade.h"
|
||||
|
||||
#include <s3eClipboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <s3eKeyboard.h>
|
||||
#include <IwTexture.h>
|
||||
#include <IwGx.h>
|
||||
@ -45,7 +47,7 @@ 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++ )
|
||||
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;
|
||||
@ -90,12 +92,12 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
static const char* ImGui_Marmalade_GetClipboardText()
|
||||
{
|
||||
if (s3eClipboardAvailable())
|
||||
if (s3eClipboardAvailable())
|
||||
{
|
||||
int size = s3eClipboardGetText(NULL, 0);
|
||||
if (size > 0)
|
||||
if (size > 0)
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
if (g_ClipboardText)
|
||||
{
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = NULL;
|
||||
@ -122,7 +124,7 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
|
||||
// S3E_POINTER_BUTTON_SELECT
|
||||
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
|
||||
|
||||
if (pEvent->m_Pressed == 1)
|
||||
if (pEvent->m_Pressed == 1)
|
||||
{
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
|
||||
g_MousePressed[0] = true;
|
||||
@ -147,10 +149,11 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
|
||||
io.KeysDown[e->m_Key] = true;
|
||||
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;
|
||||
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
|
||||
io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -194,7 +197,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
|
||||
|
||||
void ImGui_Marmalade_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
if (g_ClipboardText)
|
||||
{
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = NULL;
|
||||
@ -276,8 +279,8 @@ void ImGui_Marmalade_NewFrame()
|
||||
mouse_x = s3ePointerGetX();
|
||||
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;
|
||||
@ -294,15 +297,15 @@ void ImGui_Marmalade_NewFrame()
|
||||
|
||||
// Show/hide OSD keyboard
|
||||
if (io.WantTextInput)
|
||||
{
|
||||
{
|
||||
// Some text input widget is active?
|
||||
if (!g_osdKeyboardEnabled)
|
||||
if (!g_osdKeyboardEnabled)
|
||||
{
|
||||
g_osdKeyboardEnabled = true;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
|
||||
}
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
// No text input widget is active
|
||||
if (g_osdKeyboardEnabled)
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// In this binding, ImTextureID is used to store a 'CIwTexture*' 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.
|
||||
|
@ -20,7 +20,7 @@ UNAME_S := $(shell uname -s)
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = `pkg-config --static --libs glfw3`
|
||||
LIBS = -lGL `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
@ -30,8 +30,7 @@ endif
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib
|
||||
LIBS += -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw3
|
||||
|
||||
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// 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.
|
||||
@ -33,9 +35,18 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplGlfwGL3_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
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
|
||||
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);
|
||||
@ -58,12 +69,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
const float ortho_projection[4][4] =
|
||||
@ -107,10 +112,11 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFunc(last_blend_src, last_blend_dst);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
@ -153,6 +159,7 @@ void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mo
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
|
||||
@ -353,7 +360,7 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / 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();
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// 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.
|
||||
|
@ -19,7 +19,7 @@ UNAME_S := $(shell uname -s)
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = `pkg-config --static --libs glfw3`
|
||||
LIBS = -lGL `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
@ -29,8 +29,7 @@ endif
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib
|
||||
LIBS += -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw3
|
||||
|
||||
CXXFLAGS = -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
|
@ -1,4 +1,10 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
|
||||
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
|
||||
// We cannot do that from GL2 code because the function doesn't exist.
|
||||
|
||||
// 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.
|
||||
@ -28,6 +34,14 @@ static GLuint g_FontTexture = 0;
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplGlfw_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);
|
||||
@ -44,12 +58,6 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
@ -93,7 +101,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
@ -135,6 +143,7 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
||||
@ -242,7 +251,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / 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();
|
||||
@ -261,7 +270,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
|
||||
|
@ -1,4 +1,10 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
|
||||
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
|
||||
// We cannot do that from GL2 code because the function doesn't exist.
|
||||
|
||||
// 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.
|
||||
|
@ -18,5 +18,5 @@ c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -o sdl2example
|
||||
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation -o sdl2example
|
||||
```
|
||||
|
@ -1,4 +1,6 @@
|
||||
// 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.
|
||||
@ -13,7 +15,6 @@
|
||||
#include <GL/gl3w.h>
|
||||
|
||||
// Data
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
@ -28,162 +29,167 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
||||
// - 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)
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
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_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
|
||||
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
|
||||
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
||||
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
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
|
||||
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);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
// 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);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Backup GL state
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
|
||||
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_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
|
||||
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
|
||||
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
||||
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
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
|
||||
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);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Setup 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);
|
||||
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);
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
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), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
|
||||
|
||||
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
|
||||
{
|
||||
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);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFunc(last_blend_src, last_blend_dst);
|
||||
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);
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, last_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);
|
||||
glBlendFunc(last_blend_src, last_blend_dst);
|
||||
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);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplSdlGL3_GetClipboardText()
|
||||
{
|
||||
return SDL_GetClipboardText();
|
||||
return SDL_GetClipboardText();
|
||||
}
|
||||
|
||||
static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(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:
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
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:
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
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
|
||||
// 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.
|
||||
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);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
@ -191,79 +197,79 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
|
||||
|
||||
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);
|
||||
// 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 *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";
|
||||
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_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");
|
||||
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);
|
||||
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);
|
||||
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));
|
||||
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();
|
||||
ImGui_ImplSdlGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||
@ -292,90 +298,92 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
|
||||
{
|
||||
g_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;
|
||||
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.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;
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
io.ImeWindowHandle = wmInfo.info.win.window;
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
io.ImeWindowHandle = wmInfo.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_NewFrame()
|
||||
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
SDL_GetWindowSize(g_Window, &w, &h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
||||
// 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 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(g_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(-1, -1);
|
||||
// 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(-1, -1);
|
||||
|
||||
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.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;
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
@ -1,4 +1,6 @@
|
||||
// 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.
|
||||
@ -7,9 +9,9 @@
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
|
||||
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
|
||||
IMGUI_API void ImGui_ImplSdlGL3_NewFrame();
|
||||
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.
|
||||
|
@ -10,22 +10,24 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
||||
{
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
gl3wInit();
|
||||
|
||||
// Setup ImGui binding
|
||||
@ -46,7 +48,7 @@ int main(int, char**)
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
SDL_Event event;
|
||||
@ -56,7 +58,7 @@ int main(int, char**)
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
}
|
||||
ImGui_ImplSdlGL3_NewFrame();
|
||||
ImGui_ImplSdlGL3_NewFrame(window);
|
||||
|
||||
// 1. Show a simple window
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||
@ -96,9 +98,9 @@ int main(int, char**)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSdlGL3_Shutdown();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui SDL2 binding with OpenGL
|
||||
// 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.
|
||||
@ -21,6 +23,14 @@ static GLuint g_FontTexture = 0;
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplSdl_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);
|
||||
@ -37,12 +47,6 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
@ -86,7 +90,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
@ -97,7 +101,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
static const char* ImGui_ImplSdl_GetClipboardText()
|
||||
{
|
||||
return SDL_GetClipboardText();
|
||||
return SDL_GetClipboardText();
|
||||
}
|
||||
|
||||
static void ImGui_ImplSdl_SetClipboardText(const char* text)
|
||||
@ -139,6 +143,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
|
||||
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;
|
||||
}
|
||||
}
|
||||
@ -181,7 +186,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdl_Init(SDL_Window *window)
|
||||
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.
|
||||
@ -203,16 +208,18 @@ bool ImGui_ImplSdl_Init(SDL_Window *window)
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
io.ImeWindowHandle = wmInfo.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
@ -233,12 +240,15 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
SDL_GetWindowSize(window, &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;
|
||||
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;
|
||||
|
||||
@ -247,13 +257,13 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
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.)
|
||||
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);
|
||||
|
||||
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;
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
|
||||
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;
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui SDL2 binding with OpenGL
|
||||
// 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.
|
||||
@ -7,9 +9,9 @@
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window);
|
||||
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
|
||||
IMGUI_API void ImGui_ImplSdl_Shutdown();
|
||||
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window);
|
||||
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
|
||||
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
|
@ -10,22 +10,22 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
||||
{
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdl_Init(window);
|
||||
@ -45,7 +45,7 @@ int main(int, char**)
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
SDL_Event event;
|
||||
@ -95,9 +95,9 @@ int main(int, char**)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSdl_Shutdown();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
36
examples/vulkan_example/CMakeLists.txt
Normal file
@ -0,0 +1,36 @@
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
project(ImGuiGLFWVulkanExample C CXX)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
|
||||
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
|
||||
|
||||
# GLFW
|
||||
set(GLFW_DIR ../../../glfw) # Set this to point to a up-to-date GLFW repo
|
||||
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
|
||||
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
|
||||
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
|
||||
option(GLFW_INSTALL "Generate installation target" OFF)
|
||||
option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
|
||||
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
|
||||
include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR})
|
||||
|
||||
# Libraries
|
||||
find_library(VULKAN_LIBRARY
|
||||
NAMES vulkan vulkan-1)
|
||||
set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
|
||||
# Use vulkan headers from glfw:
|
||||
include_directories(${GLFW_DIR}/deps)
|
||||
|
||||
file(GLOB sources *.cpp)
|
||||
|
||||
add_executable(vulkan_example ${sources} ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
|
||||
target_link_libraries(vulkan_example ${LIBRARIES})
|
4
examples/vulkan_example/build_win32.bat
Normal file
@ -0,0 +1,4 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\bin32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
4
examples/vulkan_example/gen_spv.sh
Executable file
@ -0,0 +1,4 @@
|
||||
#!/bin/bash
|
||||
glslangValidator -V -o glsl_shader.frag.spv glsl_shader.frag
|
||||
glslangValidator -V -o glsl_shader.vert.spv glsl_shader.vert
|
||||
spirv-remap --map all --dce all --strip-all --input glsl_shader.frag.spv glsl_shader.vert.spv --output ./
|
14
examples/vulkan_example/glsl_shader.frag
Normal file
@ -0,0 +1,14 @@
|
||||
#version 450 core
|
||||
layout(location = 0, index = 0) out vec4 fColor;
|
||||
|
||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
||||
|
||||
in block{
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} In;
|
||||
|
||||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
||||
}
|
21
examples/vulkan_example/glsl_shader.vert
Normal file
@ -0,0 +1,21 @@
|
||||
#version 450 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
|
||||
layout(push_constant) uniform uPushConstant{
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
} pc;
|
||||
|
||||
out block{
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} Out;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out.Color = aColor;
|
||||
Out.UV = aUV;
|
||||
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
|
||||
}
|
935
examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
Normal file
@ -0,0 +1,935 @@
|
||||
// ImGui GLFW binding with Vulkan + shaders
|
||||
// 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 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_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>
|
||||
|
||||
// GLFW
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WGL
|
||||
#include <GLFW/glfw3native.h>
|
||||
#endif
|
||||
|
||||
#include "imgui_impl_glfw_vulkan.h"
|
||||
|
||||
// GLFW Data
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
|
||||
// Vulkan Data
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkPhysicalDevice g_Gpu = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static void (*g_CheckVkResult)(VkResult err) = NULL;
|
||||
|
||||
static VkCommandBuffer g_CommandBuffer = VK_NULL_HANDLE;
|
||||
static size_t g_BufferMemoryAlignment = 256;
|
||||
static VkPipelineCreateFlags g_PipelineCreateFlags = 0;
|
||||
static int g_FrameIndex = 0;
|
||||
|
||||
static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
|
||||
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
|
||||
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
|
||||
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
|
||||
|
||||
static VkSampler g_FontSampler = VK_NULL_HANDLE;
|
||||
static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE;
|
||||
static VkImage g_FontImage = VK_NULL_HANDLE;
|
||||
static VkImageView g_FontView = VK_NULL_HANDLE;
|
||||
|
||||
static VkDeviceMemory g_VertexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
static VkDeviceMemory g_IndexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
static size_t g_VertexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
static size_t g_IndexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
static VkBuffer g_VertexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
static VkBuffer g_IndexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
|
||||
static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
|
||||
static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
|
||||
|
||||
static unsigned char __glsl_shader_vert_spv[] =
|
||||
{
|
||||
0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x08, 0x00,
|
||||
0x6c, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00, 0x20, 0x00, 0x00, 0x00,
|
||||
0x11, 0x00, 0x02, 0x00, 0x21, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64,
|
||||
0x2e, 0x34, 0x35, 0x30, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x0a, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x1f, 0x16, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e,
|
||||
0x00, 0x00, 0x00, 0x00, 0x47, 0x11, 0x00, 0x00, 0x41, 0x14, 0x00, 0x00,
|
||||
0x6a, 0x16, 0x00, 0x00, 0x42, 0x13, 0x00, 0x00, 0x80, 0x14, 0x00, 0x00,
|
||||
0x47, 0x00, 0x03, 0x00, 0x1a, 0x04, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
|
||||
0x47, 0x00, 0x04, 0x00, 0x41, 0x14, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x6a, 0x16, 0x00, 0x00,
|
||||
0x1e, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00,
|
||||
0xb1, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00, 0xb1, 0x02, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x48, 0x00, 0x05, 0x00, 0xb1, 0x02, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
|
||||
0x0b, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00,
|
||||
0xb1, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x00,
|
||||
0x04, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0xb1, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0x80, 0x14, 0x00, 0x00,
|
||||
0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00,
|
||||
0x06, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x05, 0x00, 0x06, 0x04, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
|
||||
0x47, 0x00, 0x03, 0x00, 0x06, 0x04, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
|
||||
0x47, 0x00, 0x04, 0x00, 0xfa, 0x16, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x13, 0x00, 0x02, 0x00, 0x08, 0x00, 0x00, 0x00,
|
||||
0x21, 0x00, 0x03, 0x00, 0x02, 0x05, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
|
||||
0x16, 0x00, 0x03, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
|
||||
0x17, 0x00, 0x04, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00,
|
||||
0x04, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00,
|
||||
0x0d, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x04, 0x00,
|
||||
0x1a, 0x04, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
|
||||
0x20, 0x00, 0x04, 0x00, 0x97, 0x06, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
|
||||
0x1a, 0x04, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x97, 0x06, 0x00, 0x00,
|
||||
0x47, 0x11, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, 0x00,
|
||||
0x0c, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x2b, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x0b, 0x0a, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x9a, 0x02, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00,
|
||||
0x9a, 0x02, 0x00, 0x00, 0x41, 0x14, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x20, 0x00, 0x04, 0x00, 0x9b, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
|
||||
0x1d, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00,
|
||||
0x0e, 0x0a, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
|
||||
0x90, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
|
||||
0x3b, 0x00, 0x04, 0x00, 0x90, 0x02, 0x00, 0x00, 0x6a, 0x16, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x91, 0x02, 0x00, 0x00,
|
||||
0x03, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x15, 0x00, 0x04, 0x00,
|
||||
0x0b, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x2b, 0x00, 0x04, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x0d, 0x0a, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x04, 0x00, 0x7f, 0x02, 0x00, 0x00,
|
||||
0x0d, 0x00, 0x00, 0x00, 0x0d, 0x0a, 0x00, 0x00, 0x1e, 0x00, 0x06, 0x00,
|
||||
0xb1, 0x02, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00,
|
||||
0x7f, 0x02, 0x00, 0x00, 0x7f, 0x02, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
|
||||
0x2e, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0xb1, 0x02, 0x00, 0x00,
|
||||
0x3b, 0x00, 0x04, 0x00, 0x2e, 0x05, 0x00, 0x00, 0x42, 0x13, 0x00, 0x00,
|
||||
0x03, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x90, 0x02, 0x00, 0x00,
|
||||
0x80, 0x14, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x04, 0x00,
|
||||
0x06, 0x04, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
|
||||
0x20, 0x00, 0x04, 0x00, 0x83, 0x06, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
|
||||
0x06, 0x04, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x83, 0x06, 0x00, 0x00,
|
||||
0xfa, 0x16, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
|
||||
0x92, 0x02, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
|
||||
0x2b, 0x00, 0x04, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x0c, 0x0a, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x0d, 0x00, 0x00, 0x00,
|
||||
0x8a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x36, 0x00, 0x05, 0x00,
|
||||
0x08, 0x00, 0x00, 0x00, 0x1f, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x02, 0x05, 0x00, 0x00, 0xf8, 0x00, 0x02, 0x00, 0x6b, 0x60, 0x00, 0x00,
|
||||
0x3d, 0x00, 0x04, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x71, 0x4e, 0x00, 0x00,
|
||||
0x41, 0x14, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x9b, 0x02, 0x00, 0x00,
|
||||
0xaa, 0x26, 0x00, 0x00, 0x47, 0x11, 0x00, 0x00, 0x0b, 0x0a, 0x00, 0x00,
|
||||
0x3e, 0x00, 0x03, 0x00, 0xaa, 0x26, 0x00, 0x00, 0x71, 0x4e, 0x00, 0x00,
|
||||
0x3d, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0xda, 0x35, 0x00, 0x00,
|
||||
0x6a, 0x16, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x91, 0x02, 0x00, 0x00,
|
||||
0xea, 0x50, 0x00, 0x00, 0x47, 0x11, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00,
|
||||
0x3e, 0x00, 0x03, 0x00, 0xea, 0x50, 0x00, 0x00, 0xda, 0x35, 0x00, 0x00,
|
||||
0x3d, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0xc7, 0x35, 0x00, 0x00,
|
||||
0x80, 0x14, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x92, 0x02, 0x00, 0x00,
|
||||
0xef, 0x56, 0x00, 0x00, 0xfa, 0x16, 0x00, 0x00, 0x0b, 0x0a, 0x00, 0x00,
|
||||
0x3d, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0xe0, 0x29, 0x00, 0x00,
|
||||
0xef, 0x56, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00, 0x13, 0x00, 0x00, 0x00,
|
||||
0xa0, 0x22, 0x00, 0x00, 0xc7, 0x35, 0x00, 0x00, 0xe0, 0x29, 0x00, 0x00,
|
||||
0x41, 0x00, 0x05, 0x00, 0x92, 0x02, 0x00, 0x00, 0x42, 0x2c, 0x00, 0x00,
|
||||
0xfa, 0x16, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
|
||||
0x13, 0x00, 0x00, 0x00, 0x09, 0x60, 0x00, 0x00, 0x42, 0x2c, 0x00, 0x00,
|
||||
0x81, 0x00, 0x05, 0x00, 0x13, 0x00, 0x00, 0x00, 0xd1, 0x4e, 0x00, 0x00,
|
||||
0xa0, 0x22, 0x00, 0x00, 0x09, 0x60, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00,
|
||||
0x0d, 0x00, 0x00, 0x00, 0xa1, 0x41, 0x00, 0x00, 0xd1, 0x4e, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x0d, 0x00, 0x00, 0x00,
|
||||
0x84, 0x36, 0x00, 0x00, 0xd1, 0x4e, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x50, 0x00, 0x07, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x54, 0x47, 0x00, 0x00,
|
||||
0xa1, 0x41, 0x00, 0x00, 0x84, 0x36, 0x00, 0x00, 0x0c, 0x0a, 0x00, 0x00,
|
||||
0x8a, 0x00, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x9b, 0x02, 0x00, 0x00,
|
||||
0x17, 0x2f, 0x00, 0x00, 0x42, 0x13, 0x00, 0x00, 0x0b, 0x0a, 0x00, 0x00,
|
||||
0x3e, 0x00, 0x03, 0x00, 0x17, 0x2f, 0x00, 0x00, 0x54, 0x47, 0x00, 0x00,
|
||||
0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00
|
||||
};
|
||||
static unsigned int __glsl_shader_vert_spv_len = 1172;
|
||||
|
||||
static unsigned char __glsl_shader_frag_spv[] =
|
||||
{
|
||||
0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x08, 0x00,
|
||||
0x6c, 0x5d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30,
|
||||
0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x07, 0x00, 0x04, 0x00, 0x00, 0x00,
|
||||
0x1f, 0x16, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00,
|
||||
0x7a, 0x0c, 0x00, 0x00, 0x35, 0x16, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00,
|
||||
0x1f, 0x16, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
|
||||
0x7a, 0x0c, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x47, 0x00, 0x04, 0x00, 0x7a, 0x0c, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x1a, 0x04, 0x00, 0x00,
|
||||
0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0xec, 0x14, 0x00, 0x00,
|
||||
0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
|
||||
0xec, 0x14, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x13, 0x00, 0x02, 0x00, 0x08, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00,
|
||||
0x02, 0x05, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00,
|
||||
0x0d, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00,
|
||||
0x1d, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
|
||||
0x20, 0x00, 0x04, 0x00, 0x9a, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
|
||||
0x1d, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x9a, 0x02, 0x00, 0x00,
|
||||
0x7a, 0x0c, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00,
|
||||
0x13, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
|
||||
0x1e, 0x00, 0x04, 0x00, 0x1a, 0x04, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00,
|
||||
0x13, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x97, 0x06, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x1a, 0x04, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00,
|
||||
0x97, 0x06, 0x00, 0x00, 0x35, 0x16, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x15, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00,
|
||||
0x0b, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
|
||||
0x9b, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00,
|
||||
0x19, 0x00, 0x09, 0x00, 0x96, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x1b, 0x00, 0x03, 0x00, 0xfe, 0x01, 0x00, 0x00, 0x96, 0x00, 0x00, 0x00,
|
||||
0x20, 0x00, 0x04, 0x00, 0x7b, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xfe, 0x01, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x7b, 0x04, 0x00, 0x00,
|
||||
0xec, 0x14, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00,
|
||||
0x0c, 0x00, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x20, 0x00, 0x04, 0x00, 0x90, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x13, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, 0x08, 0x00, 0x00, 0x00,
|
||||
0x1f, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00,
|
||||
0xf8, 0x00, 0x02, 0x00, 0x6b, 0x5d, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00,
|
||||
0x9b, 0x02, 0x00, 0x00, 0x8d, 0x1b, 0x00, 0x00, 0x35, 0x16, 0x00, 0x00,
|
||||
0x0b, 0x0a, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x1d, 0x00, 0x00, 0x00,
|
||||
0x0b, 0x40, 0x00, 0x00, 0x8d, 0x1b, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
|
||||
0xfe, 0x01, 0x00, 0x00, 0xc0, 0x36, 0x00, 0x00, 0xec, 0x14, 0x00, 0x00,
|
||||
0x41, 0x00, 0x05, 0x00, 0x90, 0x02, 0x00, 0x00, 0xc2, 0x43, 0x00, 0x00,
|
||||
0x35, 0x16, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
|
||||
0x13, 0x00, 0x00, 0x00, 0x02, 0x4e, 0x00, 0x00, 0xc2, 0x43, 0x00, 0x00,
|
||||
0x57, 0x00, 0x05, 0x00, 0x1d, 0x00, 0x00, 0x00, 0xb9, 0x46, 0x00, 0x00,
|
||||
0xc0, 0x36, 0x00, 0x00, 0x02, 0x4e, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00,
|
||||
0x1d, 0x00, 0x00, 0x00, 0xe4, 0x23, 0x00, 0x00, 0x0b, 0x40, 0x00, 0x00,
|
||||
0xb9, 0x46, 0x00, 0x00, 0x3e, 0x00, 0x03, 0x00, 0x7a, 0x0c, 0x00, 0x00,
|
||||
0xe4, 0x23, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00
|
||||
};
|
||||
static unsigned int __glsl_shader_frag_spv_len = 660;
|
||||
|
||||
static uint32_t ImGui_ImplGlfwVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
|
||||
{
|
||||
VkPhysicalDeviceMemoryProperties prop;
|
||||
vkGetPhysicalDeviceMemoryProperties(g_Gpu, &prop);
|
||||
for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
|
||||
if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<<i))
|
||||
return i;
|
||||
return 0xffffffff; // Unable to find memoryType
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfwVulkan_VkResult(VkResult err)
|
||||
{
|
||||
if (g_CheckVkResult)
|
||||
g_CheckVkResult(err);
|
||||
}
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
VkResult err;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Create the Vertex Buffer:
|
||||
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
if (!g_VertexBuffer[g_FrameIndex] || g_VertexBufferSize[g_FrameIndex] < vertex_size)
|
||||
{
|
||||
if (g_VertexBuffer[g_FrameIndex])
|
||||
vkDestroyBuffer(g_Device, g_VertexBuffer[g_FrameIndex], g_Allocator);
|
||||
if (g_VertexBufferMemory[g_FrameIndex])
|
||||
vkFreeMemory(g_Device, g_VertexBufferMemory[g_FrameIndex], g_Allocator);
|
||||
size_t vertex_buffer_size = ((vertex_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = vertex_buffer_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_VertexBuffer[g_FrameIndex]);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(g_Device, g_VertexBuffer[g_FrameIndex], &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_VertexBufferMemory[g_FrameIndex]);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
err = vkBindBufferMemory(g_Device, g_VertexBuffer[g_FrameIndex], g_VertexBufferMemory[g_FrameIndex], 0);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
g_VertexBufferSize[g_FrameIndex] = vertex_buffer_size;
|
||||
}
|
||||
|
||||
// Create the Index Buffer:
|
||||
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
if (!g_IndexBuffer[g_FrameIndex] || g_IndexBufferSize[g_FrameIndex] < index_size)
|
||||
{
|
||||
if (g_IndexBuffer[g_FrameIndex])
|
||||
vkDestroyBuffer(g_Device, g_IndexBuffer[g_FrameIndex], g_Allocator);
|
||||
if (g_IndexBufferMemory[g_FrameIndex])
|
||||
vkFreeMemory(g_Device, g_IndexBufferMemory[g_FrameIndex], g_Allocator);
|
||||
size_t index_buffer_size = ((index_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = index_buffer_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_IndexBuffer[g_FrameIndex]);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(g_Device, g_IndexBuffer[g_FrameIndex], &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_IndexBufferMemory[g_FrameIndex]);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
err = vkBindBufferMemory(g_Device, g_IndexBuffer[g_FrameIndex], g_IndexBufferMemory[g_FrameIndex], 0);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
g_IndexBufferSize[g_FrameIndex] = index_buffer_size;
|
||||
}
|
||||
|
||||
// Upload Vertex and index Data:
|
||||
{
|
||||
ImDrawVert* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
err = vkMapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex], 0, vertex_size, 0, (void**)(&vtx_dst));
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
err = vkMapMemory(g_Device, g_IndexBufferMemory[g_FrameIndex], 0, index_size, 0, (void**)(&idx_dst));
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.size();
|
||||
idx_dst += cmd_list->IdxBuffer.size();
|
||||
}
|
||||
VkMappedMemoryRange range[2] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = g_VertexBufferMemory[g_FrameIndex];
|
||||
range[0].size = vertex_size;
|
||||
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[1].memory = g_IndexBufferMemory[g_FrameIndex];
|
||||
range[1].size = index_size;
|
||||
err = vkFlushMappedMemoryRanges(g_Device, 2, range);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
vkUnmapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex]);
|
||||
vkUnmapMemory(g_Device, g_IndexBufferMemory[g_FrameIndex]);
|
||||
}
|
||||
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(g_CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
|
||||
VkDescriptorSet desc_set[1] = {g_DescriptorSet};
|
||||
vkCmdBindDescriptorSets(g_CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
}
|
||||
|
||||
// Bind Vertex And Index Buffer:
|
||||
{
|
||||
VkBuffer vertex_buffers[1] = {g_VertexBuffer[g_FrameIndex]};
|
||||
VkDeviceSize vertex_offset[1] = {0};
|
||||
vkCmdBindVertexBuffers(g_CommandBuffer, 0, 1, vertex_buffers, vertex_offset);
|
||||
vkCmdBindIndexBuffer(g_CommandBuffer, g_IndexBuffer[g_FrameIndex], 0, VK_INDEX_TYPE_UINT16);
|
||||
}
|
||||
|
||||
// Setup viewport:
|
||||
{
|
||||
VkViewport viewport;
|
||||
viewport.x = 0;
|
||||
viewport.y = 0;
|
||||
viewport.width = ImGui::GetIO().DisplaySize.x;
|
||||
viewport.height = ImGui::GetIO().DisplaySize.y;
|
||||
viewport.minDepth = 0.0f;
|
||||
viewport.maxDepth = 1.0f;
|
||||
vkCmdSetViewport(g_CommandBuffer, 0, 1, &viewport);
|
||||
}
|
||||
|
||||
// Setup scale and translation:
|
||||
{
|
||||
float scale[2];
|
||||
scale[0] = 2.0f/io.DisplaySize.x;
|
||||
scale[1] = 2.0f/io.DisplaySize.y;
|
||||
float translate[2];
|
||||
translate[0] = -1.0f;
|
||||
translate[1] = -1.0f;
|
||||
vkCmdPushConstants(g_CommandBuffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
|
||||
vkCmdPushConstants(g_CommandBuffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
|
||||
}
|
||||
|
||||
// Render the command lists:
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
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
|
||||
{
|
||||
VkRect2D scissor;
|
||||
scissor.offset.x = static_cast<int32_t>(pcmd->ClipRect.x);
|
||||
scissor.offset.y = static_cast<int32_t>(pcmd->ClipRect.y);
|
||||
scissor.extent.width = static_cast<uint32_t>(pcmd->ClipRect.z - pcmd->ClipRect.x);
|
||||
scissor.extent.height = static_cast<uint32_t>(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // TODO: + 1??????
|
||||
vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor);
|
||||
vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.size();
|
||||
}
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfwVulkan_GetClipboardText()
|
||||
{
|
||||
return glfwGetClipboardString(g_Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfwVulkan_SetClipboardText(const char* text)
|
||||
{
|
||||
glfwSetClipboardString(g_Window, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
||||
{
|
||||
if (action == GLFW_PRESS && button >= 0 && button < 3)
|
||||
g_MousePressed[button] = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
|
||||
{
|
||||
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
|
||||
(void)mods; // Modifiers are not reliable across systems
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
size_t upload_size = width*height*4*sizeof(char);
|
||||
|
||||
VkResult err;
|
||||
|
||||
// Create the Image:
|
||||
{
|
||||
VkImageCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
||||
info.imageType = VK_IMAGE_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.extent.width = width;
|
||||
info.extent.height = height;
|
||||
info.extent.depth = 1;
|
||||
info.mipLevels = 1;
|
||||
info.arrayLayers = 1;
|
||||
info.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
info.tiling = VK_IMAGE_TILING_OPTIMAL;
|
||||
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
err = vkCreateImage(g_Device, &info, g_Allocator, &g_FontImage);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetImageMemoryRequirements(g_Device, g_FontImage, &req);
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_FontMemory);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
err = vkBindImageMemory(g_Device, g_FontImage, g_FontMemory, 0);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
// Create the Image View:
|
||||
{
|
||||
VkResult err;
|
||||
VkImageViewCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
||||
info.image = g_FontImage;
|
||||
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
info.subresourceRange.levelCount = 1;
|
||||
info.subresourceRange.layerCount = 1;
|
||||
err = vkCreateImageView(g_Device, &info, g_Allocator, &g_FontView);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
// Update the Descriptor Set:
|
||||
{
|
||||
VkDescriptorImageInfo desc_image[1] = {};
|
||||
desc_image[0].sampler = g_FontSampler;
|
||||
desc_image[0].imageView = g_FontView;
|
||||
desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
VkWriteDescriptorSet write_desc[1] = {};
|
||||
write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
write_desc[0].dstSet = g_DescriptorSet;
|
||||
write_desc[0].descriptorCount = 1;
|
||||
write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
write_desc[0].pImageInfo = desc_image;
|
||||
vkUpdateDescriptorSets(g_Device, 1, write_desc, 0, NULL);
|
||||
}
|
||||
|
||||
// Create the Upload Buffer:
|
||||
{
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = upload_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_UploadBuffer);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(g_Device, g_UploadBuffer, &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplGlfwVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_UploadBufferMemory);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
err = vkBindBufferMemory(g_Device, g_UploadBuffer, g_UploadBufferMemory, 0);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = NULL;
|
||||
err = vkMapMemory(g_Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
memcpy(map, pixels, upload_size);
|
||||
VkMappedMemoryRange range[1] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = g_UploadBufferMemory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(g_Device, 1, range);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
vkUnmapMemory(g_Device, g_UploadBufferMemory);
|
||||
}
|
||||
// Copy to Image:
|
||||
{
|
||||
VkImageMemoryBarrier copy_barrier[1] = {};
|
||||
copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].image = g_FontImage;
|
||||
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy_barrier[0].subresourceRange.levelCount = 1;
|
||||
copy_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);
|
||||
|
||||
VkBufferImageCopy region = {};
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
region.imageSubresource.layerCount = 1;
|
||||
region.imageExtent.width = width;
|
||||
region.imageExtent.height = height;
|
||||
vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
VkImageMemoryBarrier use_barrier[1] = {};
|
||||
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].image = g_FontImage;
|
||||
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
use_barrier[0].subresourceRange.levelCount = 1;
|
||||
use_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontImage;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
|
||||
{
|
||||
VkResult err;
|
||||
VkShaderModule vert_module;
|
||||
VkShaderModule frag_module;
|
||||
|
||||
// Create The Shader Modules:
|
||||
{
|
||||
VkShaderModuleCreateInfo vert_info = {};
|
||||
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
vert_info.codeSize = __glsl_shader_vert_spv_len;
|
||||
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
|
||||
err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
VkShaderModuleCreateInfo frag_info = {};
|
||||
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
frag_info.codeSize = __glsl_shader_frag_spv_len;
|
||||
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
|
||||
err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
if (!g_FontSampler)
|
||||
{
|
||||
VkSamplerCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
info.magFilter = VK_FILTER_LINEAR;
|
||||
info.minFilter = VK_FILTER_LINEAR;
|
||||
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
||||
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
if (!g_DescriptorSetLayout)
|
||||
{
|
||||
VkSampler sampler[1] = {g_FontSampler};
|
||||
VkDescriptorSetLayoutBinding binding[1] = {};
|
||||
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
binding[0].descriptorCount = 1;
|
||||
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
binding[0].pImmutableSamplers = sampler;
|
||||
VkDescriptorSetLayoutCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
info.bindingCount = 1;
|
||||
info.pBindings = binding;
|
||||
err = vkCreateDescriptorSetLayout(g_Device, &info, g_Allocator, &g_DescriptorSetLayout);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
// Create Descriptor Set:
|
||||
{
|
||||
VkDescriptorSetAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||
alloc_info.descriptorPool = g_DescriptorPool;
|
||||
alloc_info.descriptorSetCount = 1;
|
||||
alloc_info.pSetLayouts = &g_DescriptorSetLayout;
|
||||
err = vkAllocateDescriptorSets(g_Device, &alloc_info, &g_DescriptorSet);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
if (!g_PipelineLayout)
|
||||
{
|
||||
VkPushConstantRange push_constants[2] = {};
|
||||
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
push_constants[0].offset = sizeof(float) * 0;
|
||||
push_constants[0].size = sizeof(float) * 2;
|
||||
push_constants[1].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
push_constants[1].offset = sizeof(float) * 2;
|
||||
push_constants[1].size = sizeof(float) * 2;
|
||||
VkDescriptorSetLayout set_layout[1] = {g_DescriptorSetLayout};
|
||||
VkPipelineLayoutCreateInfo layout_info = {};
|
||||
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
layout_info.setLayoutCount = 1;
|
||||
layout_info.pSetLayouts = set_layout;
|
||||
layout_info.pushConstantRangeCount = 2;
|
||||
layout_info.pPushConstantRanges = push_constants;
|
||||
err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
}
|
||||
|
||||
VkPipelineShaderStageCreateInfo stage[2] = {};
|
||||
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
stage[0].module = vert_module;
|
||||
stage[0].pName = "main";
|
||||
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
stage[1].module = frag_module;
|
||||
stage[1].pName = "main";
|
||||
|
||||
VkVertexInputBindingDescription binding_desc[1] = {};
|
||||
binding_desc[0].stride = sizeof(ImDrawVert);
|
||||
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
|
||||
VkVertexInputAttributeDescription attribute_desc[3] = {};
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = (size_t)(&((ImDrawVert*)0)->pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = (size_t)(&((ImDrawVert*)0)->uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = (size_t)(&((ImDrawVert*)0)->col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
vertex_info.vertexBindingDescriptionCount = 1;
|
||||
vertex_info.pVertexBindingDescriptions = binding_desc;
|
||||
vertex_info.vertexAttributeDescriptionCount = 3;
|
||||
vertex_info.pVertexAttributeDescriptions = attribute_desc;
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo ia_info = {};
|
||||
ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
||||
ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_info = {};
|
||||
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
||||
viewport_info.viewportCount = 1;
|
||||
viewport_info.scissorCount = 1;
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo raster_info = {};
|
||||
raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
||||
raster_info.polygonMode = VK_POLYGON_MODE_FILL;
|
||||
raster_info.cullMode = VK_CULL_MODE_NONE;
|
||||
raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
|
||||
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo blend_info = {};
|
||||
blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
||||
blend_info.attachmentCount = 1;
|
||||
blend_info.pAttachments = color_attachment;
|
||||
|
||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||
dynamic_state.dynamicStateCount = 2;
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = g_PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
info.pInputAssemblyState = &ia_info;
|
||||
info.pViewportState = &viewport_info;
|
||||
info.pRasterizationState = &raster_info;
|
||||
info.pMultisampleState = &ms_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.renderPass = g_RenderPass;
|
||||
err = vkCreateGraphicsPipelines(g_Device, g_PipelineCache, 1, &info, g_Allocator, &g_Pipeline);
|
||||
ImGui_ImplGlfwVulkan_VkResult(err);
|
||||
|
||||
vkDestroyShaderModule(g_Device, vert_module, g_Allocator);
|
||||
vkDestroyShaderModule(g_Device, frag_module, g_Allocator);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects()
|
||||
{
|
||||
if (g_UploadBuffer)
|
||||
{
|
||||
vkDestroyBuffer(g_Device, g_UploadBuffer, g_Allocator);
|
||||
g_UploadBuffer = VK_NULL_HANDLE;
|
||||
}
|
||||
if (g_UploadBufferMemory)
|
||||
{
|
||||
vkFreeMemory(g_Device, g_UploadBufferMemory, g_Allocator);
|
||||
g_UploadBufferMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
|
||||
for (int i=0; i<IMGUI_VK_QUEUED_FRAMES; i++)
|
||||
{
|
||||
if (g_VertexBuffer[i])
|
||||
vkDestroyBuffer(g_Device, g_VertexBuffer[i], g_Allocator);
|
||||
if (g_VertexBufferMemory[i])
|
||||
vkFreeMemory(g_Device, g_VertexBufferMemory[i], g_Allocator);
|
||||
if (g_IndexBuffer[i])
|
||||
vkDestroyBuffer(g_Device, g_IndexBuffer[i], g_Allocator);
|
||||
if (g_IndexBufferMemory[i])
|
||||
vkFreeMemory(g_Device, g_IndexBufferMemory[i], g_Allocator);
|
||||
}
|
||||
|
||||
if (g_FontView)
|
||||
vkDestroyImageView(g_Device, g_FontView, g_Allocator);
|
||||
if (g_FontImage)
|
||||
vkDestroyImage(g_Device, g_FontImage, g_Allocator);
|
||||
if (g_FontMemory)
|
||||
vkFreeMemory(g_Device, g_FontMemory, g_Allocator);
|
||||
if (g_FontSampler)
|
||||
vkDestroySampler(g_Device, g_FontSampler, g_Allocator);
|
||||
|
||||
if (g_DescriptorSetLayout)
|
||||
vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator);
|
||||
if (g_PipelineLayout)
|
||||
vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator);
|
||||
if (g_Pipeline)
|
||||
vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data)
|
||||
{
|
||||
g_Allocator = init_data->allocator;
|
||||
g_Gpu = init_data->gpu;
|
||||
g_Device = init_data->device;
|
||||
g_RenderPass = init_data->render_pass;
|
||||
g_PipelineCache = init_data->pipeline_cache;
|
||||
g_DescriptorPool = init_data->descriptor_pool;
|
||||
g_CheckVkResult = init_data->check_vk_result;
|
||||
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplGlfwVulkan_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfwVulkan_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfwVulkan_GetClipboardText;
|
||||
#ifdef _WIN32
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwVulkan_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfwVulkan_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfwVulkan_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfwVulkan_CharCallback);
|
||||
}
|
||||
|
||||
ImGui_ImplGlfwVulkan_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwVulkan_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_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
|
||||
double current_time = glfwGetTime();
|
||||
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 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(-1,-1);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
|
||||
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();
|
||||
}
|
||||
void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer)
|
||||
{
|
||||
g_CommandBuffer = command_buffer;
|
||||
ImGui::Render();
|
||||
g_CommandBuffer = VK_NULL_HANDLE;
|
||||
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
|
||||
}
|
40
examples/vulkan_example/imgui_impl_glfw_vulkan.h
Normal file
@ -0,0 +1,40 @@
|
||||
// ImGui GLFW binding with Vulkan + shaders
|
||||
// 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 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_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 GLFWwindow;
|
||||
|
||||
#define IMGUI_VK_QUEUED_FRAMES 2
|
||||
|
||||
struct ImGui_ImplGlfwVulkan_Init_Data
|
||||
{
|
||||
VkAllocationCallbacks* allocator;
|
||||
VkPhysicalDevice gpu;
|
||||
VkDevice device;
|
||||
VkRenderPass render_pass;
|
||||
VkPipelineCache pipeline_cache;
|
||||
VkDescriptorPool descriptor_pool;
|
||||
void (*check_vk_result)(VkResult err);
|
||||
};
|
||||
|
||||
IMGUI_API bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data);
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_Shutdown();
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_NewFrame();
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_API bool ImGui_ImplGlfwVulkan_CreateDeviceObjects();
|
||||
|
||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||
// Provided here if you want to chain callbacks.
|
||||
// You can also handle inputs yourself and use those as a reference.
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_API void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
|
539
examples/vulkan_example/main.cpp
Normal file
@ -0,0 +1,539 @@
|
||||
// ImGui - standalone example application for Glfw + Vulkan, using programmable pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <stdlib.h> // abort
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "imgui_impl_glfw_vulkan.h"
|
||||
|
||||
#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkSurfaceKHR g_Surface = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_Gpu = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static VkSwapchainKHR g_Swapchain = VK_NULL_HANDLE;
|
||||
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = 0;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
|
||||
static VkFormat g_Format = VK_FORMAT_B8G8R8A8_UNORM;
|
||||
static VkColorSpaceKHR g_ColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
static VkImageSubresourceRange g_ImageRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
|
||||
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static int fb_width, fb_height;
|
||||
static uint32_t g_BackBufferIndex = 0;
|
||||
static uint32_t g_BackBufferCount = 0;
|
||||
static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
|
||||
static VkImageView g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
|
||||
static VkFramebuffer g_Framebuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
|
||||
|
||||
static uint32_t g_FrameIndex = 0;
|
||||
static VkCommandPool g_CommandPool[IMGUI_VK_QUEUED_FRAMES];
|
||||
static VkCommandBuffer g_CommandBuffer[IMGUI_VK_QUEUED_FRAMES];
|
||||
static VkFence g_Fence[IMGUI_VK_QUEUED_FRAMES];
|
||||
static VkSemaphore g_Semaphore[IMGUI_VK_QUEUED_FRAMES];
|
||||
|
||||
static VkClearValue g_ClearValue = {};
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == 0) return;
|
||||
printf("VkResult %d\n", err);
|
||||
if (err < 0)
|
||||
abort();
|
||||
}
|
||||
|
||||
static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
|
||||
{
|
||||
VkResult err;
|
||||
VkSwapchainKHR old_swapchain = g_Swapchain;
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
|
||||
// Destroy old Framebuffer:
|
||||
for (uint32_t i=0; i<g_BackBufferCount; i++)
|
||||
if (g_BackBufferView[i])
|
||||
vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator);
|
||||
for(uint32_t i=0; i<g_BackBufferCount; i++)
|
||||
if (g_Framebuffer[i])
|
||||
vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator);
|
||||
if (g_RenderPass)
|
||||
vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
|
||||
|
||||
// Create Swapchain:
|
||||
{
|
||||
VkSwapchainCreateInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
|
||||
info.surface = g_Surface;
|
||||
info.imageFormat = g_Format;
|
||||
info.imageColorSpace = g_ColorSpace;
|
||||
info.imageArrayLayers = 1;
|
||||
info.imageUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
|
||||
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
|
||||
info.presentMode = VK_PRESENT_MODE_FIFO_KHR;
|
||||
info.clipped = VK_TRUE;
|
||||
info.oldSwapchain = old_swapchain;
|
||||
VkSurfaceCapabilitiesKHR cap;
|
||||
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(g_Gpu, g_Surface, &cap);
|
||||
check_vk_result(err);
|
||||
info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount;
|
||||
if (cap.currentExtent.width == 0xffffffff)
|
||||
{
|
||||
fb_width = w;
|
||||
fb_height = h;
|
||||
info.imageExtent.width = fb_width;
|
||||
info.imageExtent.height = fb_height;
|
||||
}
|
||||
else
|
||||
{
|
||||
fb_width = cap.currentExtent.width;
|
||||
fb_height = cap.currentExtent.height;
|
||||
info.imageExtent.width = fb_width;
|
||||
info.imageExtent.height = fb_height;
|
||||
}
|
||||
err = vkCreateSwapchainKHR(g_Device, &info, g_Allocator, &g_Swapchain);
|
||||
check_vk_result(err);
|
||||
err = vkGetSwapchainImagesKHR(g_Device, g_Swapchain, &g_BackBufferCount, NULL);
|
||||
check_vk_result(err);
|
||||
err = vkGetSwapchainImagesKHR(g_Device, g_Swapchain, &g_BackBufferCount, g_BackBuffer);
|
||||
check_vk_result(err);
|
||||
}
|
||||
if (old_swapchain)
|
||||
vkDestroySwapchainKHR(g_Device, old_swapchain, g_Allocator);
|
||||
|
||||
// Create the Render Pass:
|
||||
{
|
||||
VkAttachmentDescription attachment = {};
|
||||
attachment.format = g_Format;
|
||||
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
VkAttachmentReference color_attachment = {};
|
||||
color_attachment.attachment = 0;
|
||||
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
VkSubpassDescription subpass = {};
|
||||
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpass.colorAttachmentCount = 1;
|
||||
subpass.pColorAttachments = &color_attachment;
|
||||
VkRenderPassCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
||||
info.attachmentCount = 1;
|
||||
info.pAttachments = &attachment;
|
||||
info.subpassCount = 1;
|
||||
info.pSubpasses = &subpass;
|
||||
err = vkCreateRenderPass(g_Device, &info, g_Allocator, &g_RenderPass);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create The Image Views
|
||||
{
|
||||
VkImageViewCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
||||
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
info.format = g_Format;
|
||||
info.components.r = VK_COMPONENT_SWIZZLE_R;
|
||||
info.components.g = VK_COMPONENT_SWIZZLE_G;
|
||||
info.components.b = VK_COMPONENT_SWIZZLE_B;
|
||||
info.components.a = VK_COMPONENT_SWIZZLE_A;
|
||||
info.subresourceRange = g_ImageRange;
|
||||
for (uint32_t i = 0; i<g_BackBufferCount; i++)
|
||||
{
|
||||
info.image = g_BackBuffer[i];
|
||||
err = vkCreateImageView(g_Device, &info, g_Allocator, &g_BackBufferView[i]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
// Create Framebuffer:
|
||||
{
|
||||
VkImageView attachment[1];
|
||||
VkFramebufferCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
||||
info.renderPass = g_RenderPass;
|
||||
info.attachmentCount = 1;
|
||||
info.pAttachments = attachment;
|
||||
info.width = fb_width;
|
||||
info.height = fb_height;
|
||||
info.layers = 1;
|
||||
for (uint32_t i = 0; i<g_BackBufferCount; i++)
|
||||
{
|
||||
attachment[0] = g_BackBufferView[i];
|
||||
err = vkCreateFramebuffer(g_Device, &info, g_Allocator, &g_Framebuffer[i]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void setup_vulkan(GLFWwindow* window)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
uint32_t glfw_extensions_count;
|
||||
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&glfw_extensions_count);
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = glfw_extensions_count;
|
||||
create_info.ppEnabledExtensionNames = glfw_extensions;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create Window Surface
|
||||
{
|
||||
err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &g_Surface);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Get GPU
|
||||
{
|
||||
uint32_t count = 1;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &count, &g_Gpu);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Create Logical Device
|
||||
{
|
||||
int device_extension_count = 1;
|
||||
const char* device_extensions[] = {"VK_KHR_swapchain"};
|
||||
const uint32_t queue_index = 0;
|
||||
const uint32_t queue_count = 1;
|
||||
const float queue_priority[] = {1.0f};
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queue_info[0].queueFamilyIndex = g_QueueFamily;
|
||||
queue_info[0].queueCount = queue_count;
|
||||
queue_info[0].pQueuePriorities = queue_priority;
|
||||
VkDeviceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info)/sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = device_extension_count;
|
||||
create_info.ppEnabledExtensionNames = device_extensions;
|
||||
err = vkCreateDevice(g_Gpu, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, queue_index, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Framebuffers
|
||||
{
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
resize_vulkan(window, w, h);
|
||||
glfwSetFramebufferSizeCallback(window, resize_vulkan);
|
||||
}
|
||||
|
||||
// Create Command Buffers
|
||||
for (int i=0; i<IMGUI_VK_QUEUED_FRAMES; i++)
|
||||
{
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
info.queueFamilyIndex = g_QueueFamily;
|
||||
err = vkCreateCommandPool(g_Device, &info, g_Allocator, &g_CommandPool[i]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkCommandBufferAllocateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
info.commandPool = g_CommandPool[i];
|
||||
info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
|
||||
info.commandBufferCount = 1;
|
||||
err = vkAllocateCommandBuffers(g_Device, &info, &g_CommandBuffer[i]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkFenceCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
|
||||
info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
|
||||
err = vkCreateFence(g_Device, &info, g_Allocator, &g_Fence[i]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkSemaphoreCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
|
||||
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_Semaphore[i]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
{
|
||||
VkDescriptorPoolSize pool_size[11] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 1000 * 11;
|
||||
pool_info.poolSizeCount = 11;
|
||||
pool_info.pPoolSizes = pool_size;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void cleanup_vulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
|
||||
{
|
||||
vkDestroyFence(g_Device, g_Fence[i], g_Allocator);
|
||||
vkFreeCommandBuffers(g_Device, g_CommandPool[i], 1, &g_CommandBuffer[i]);
|
||||
vkDestroyCommandPool(g_Device, g_CommandPool[i], g_Allocator);
|
||||
vkDestroySemaphore(g_Device, g_Semaphore[i], g_Allocator);
|
||||
}
|
||||
for (uint32_t i = 0; i < g_BackBufferCount; i++)
|
||||
{
|
||||
vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator);
|
||||
vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator);
|
||||
}
|
||||
vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
|
||||
vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator);
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void frame_begin()
|
||||
{
|
||||
VkResult err;
|
||||
while (true)
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &g_Fence[g_FrameIndex], VK_TRUE, 100);
|
||||
if (err == VK_SUCCESS) break;
|
||||
if (err == VK_TIMEOUT) continue;
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_Semaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackBufferIndex);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, g_CommandPool[g_FrameIndex], 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(g_CommandBuffer[g_FrameIndex], &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = g_RenderPass;
|
||||
info.framebuffer = g_Framebuffer[g_BackBufferIndex];
|
||||
info.renderArea.extent.width = fb_width;
|
||||
info.renderArea.extent.height = fb_height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &g_ClearValue;
|
||||
vkCmdBeginRenderPass(g_CommandBuffer[g_FrameIndex], &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
}
|
||||
|
||||
static void frame_end()
|
||||
{
|
||||
VkResult err;
|
||||
vkCmdEndRenderPass(g_CommandBuffer[g_FrameIndex]);
|
||||
{
|
||||
VkImageMemoryBarrier barrier = {};
|
||||
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
barrier.image = g_BackBuffer[g_BackBufferIndex];
|
||||
barrier.subresourceRange = g_ImageRange;
|
||||
vkCmdPipelineBarrier(g_CommandBuffer[g_FrameIndex], VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, NULL, 1, &barrier);
|
||||
}
|
||||
{
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &g_Semaphore[g_FrameIndex];
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
|
||||
|
||||
err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
|
||||
check_vk_result(err);
|
||||
err = vkResetFences(g_Device, 1, &g_Fence[g_FrameIndex]);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, g_Fence[g_FrameIndex]);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkResult res;
|
||||
VkSwapchainKHR swapchains[1] = {g_Swapchain};
|
||||
uint32_t indices[1] = {g_BackBufferIndex};
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = swapchains;
|
||||
info.pImageIndices = indices;
|
||||
info.pResults = &res;
|
||||
err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
check_vk_result(res);
|
||||
}
|
||||
g_FrameIndex = (g_FrameIndex) % IMGUI_VK_QUEUED_FRAMES;
|
||||
}
|
||||
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui Vulkan example", NULL, NULL);
|
||||
|
||||
// Setup Vulkan
|
||||
if (!glfwVulkanSupported())
|
||||
{
|
||||
printf("GLFW: Vulkan Not Supported\n");
|
||||
return 1;
|
||||
}
|
||||
setup_vulkan(window);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfwVulkan_Init_Data init_data = {};
|
||||
init_data.allocator = g_Allocator;
|
||||
init_data.gpu = g_Gpu;
|
||||
init_data.device = g_Device;
|
||||
init_data.render_pass = g_RenderPass;
|
||||
init_data.pipeline_cache = g_PipelineCache;
|
||||
init_data.descriptor_pool = g_DescriptorPool;
|
||||
init_data.check_vk_result = check_vk_result;
|
||||
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
|
||||
|
||||
// Load Fonts
|
||||
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
|
||||
//ImGuiIO& io = ImGui::GetIO();
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
VkResult err;
|
||||
err = vkResetCommandPool(g_Device, g_CommandPool[g_FrameIndex], 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(g_CommandBuffer[g_FrameIndex], &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplGlfwVulkan_CreateFontsTexture(g_CommandBuffer[g_FrameIndex]);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
|
||||
err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
glfwPollEvents();
|
||||
ImGui_ImplGlfwVulkan_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 = 0.0f;
|
||||
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);
|
||||
}
|
||||
|
||||
g_ClearValue.color.float32[0] = clear_color.x;
|
||||
g_ClearValue.color.float32[1] = clear_color.y;
|
||||
g_ClearValue.color.float32[2] = clear_color.z;
|
||||
g_ClearValue.color.float32[3] = clear_color.w;
|
||||
|
||||
frame_begin();
|
||||
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
|
||||
frame_end();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
VkResult err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplGlfwVulkan_Shutdown();
|
||||
cleanup_vulkan();
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
@ -1,6 +1,12 @@
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
|
||||
Those are only provided as a convenience, you can load your own .TTF files.
|
||||
The files in this folder are only provided as a convenience, you can use any of your own .TTF files.
|
||||
|
||||
Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
|
||||
If you want to use icons in ImGui, a good idea is to merge an icon font within your main font, and refer to icons directly in your strings.
|
||||
You can use headers files with definitions for popular icon fonts codepoints, by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders
|
||||
|
||||
|
||||
---------------------------------
|
||||
LOADING INSTRUCTIONS
|
||||
@ -20,16 +26,23 @@
|
||||
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 3;
|
||||
config.OversampleV = 3;
|
||||
config.OversampleV = 1;
|
||||
config.GlyphExtraSpacing.x = 1.0f;
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
|
||||
If you have very large number of glyphs or multiple fonts:
|
||||
|
||||
- Mind the fact that some graphics drivers have texture size limitation.
|
||||
- Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
||||
- You may reduce oversampling, e.g. config.OversampleH = 2 or 1.
|
||||
- Reduce glyphs ranges, consider calculating them based on your source data if this is possible.
|
||||
|
||||
Combine two fonts into one:
|
||||
|
||||
// Load main font
|
||||
// Load a first font
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
// Add character ranges and merge into main font
|
||||
// Add character ranges and merge into the previous font
|
||||
// The ranges array is not copied by the AddFont* functions and is used lazily
|
||||
// so ensure it is available for duration of font usage
|
||||
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
|
||||
@ -54,6 +67,16 @@
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
font->DisplayOffset.y += 1; // Render 1 pixel down
|
||||
|
||||
|
||||
---------------------------------
|
||||
REMAP CODEPOINTS
|
||||
---------------------------------
|
||||
|
||||
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work.
|
||||
In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
|
||||
You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
|
||||
|
||||
|
||||
---------------------------------
|
||||
EMBED A FONT IN SOURCE CODE
|
||||
---------------------------------
|
||||
@ -66,8 +89,9 @@
|
||||
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
|
||||
|
||||
---------------------------------
|
||||
INCLUDED FONT FILES
|
||||
FONT FILES INCLUDED IN THIS FOLDER
|
||||
---------------------------------
|
||||
|
||||
Cousine-Regular.ttf
|
||||
@ -93,6 +117,7 @@
|
||||
Copyright (c) 2012, Jonathan Pinhorn
|
||||
SIL OPEN FONT LICENSE Version 1.1
|
||||
|
||||
|
||||
---------------------------------
|
||||
LINKS
|
||||
---------------------------------
|
||||
@ -100,6 +125,7 @@
|
||||
Icon fonts
|
||||
https://fortawesome.github.io/Font-Awesome/
|
||||
https://github.com/SamBrishes/kenney-icon-font
|
||||
https://design.google.com/icons/
|
||||
|
||||
Typefaces for source code beautification
|
||||
https://github.com/chrissimpkins/codeface
|
||||
|
@ -79,7 +79,6 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
|
||||
if (use_base85_encoding)
|
||||
{
|
||||
fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5);
|
||||
int column = 0;
|
||||
for (int i = 0; i < compressed_sz; i += 4)
|
||||
{
|
||||
unsigned int d = *(unsigned int*)(compressed + i);
|
||||
|
590
imgui_demo.cpp
316
imgui_draw.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.47
|
||||
// dear imgui, v1.49
|
||||
// (drawing and font code)
|
||||
|
||||
// Contains implementation for
|
||||
@ -14,11 +14,11 @@
|
||||
|
||||
#include "imgui.h"
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#define IMGUI_DEFINE_PLACEMENT_NEW
|
||||
#include "imgui_internal.h"
|
||||
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#include <new> // new (ptr)
|
||||
#if !defined(alloca) && !defined(__FreeBSD__)
|
||||
#if !defined(alloca) && !defined(__FreeBSD__) && !defined(__DragonFly__)
|
||||
#ifdef _WIN32
|
||||
#include <malloc.h> // alloca
|
||||
#else
|
||||
@ -31,8 +31,17 @@
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#define snprintf _snprintf
|
||||
#endif
|
||||
#ifdef __GNUC__
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
|
||||
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
@ -50,15 +59,21 @@ namespace IMGUI_STB_NAMESPACE
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
|
||||
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wunused-function"
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
#endif
|
||||
|
||||
#ifdef __GNUC__
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
|
||||
#endif
|
||||
|
||||
#define STBRP_ASSERT(x) IM_ASSERT(x)
|
||||
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
#define STBRP_STATIC
|
||||
@ -77,6 +92,10 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#endif
|
||||
#include "stb_truetype.h"
|
||||
|
||||
#ifdef __GNUC__
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
@ -193,7 +212,7 @@ void ImDrawList::UpdateTextureID()
|
||||
AddDrawCmd();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Try to merge with previous command if it matches, else use current command
|
||||
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
|
||||
if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
|
||||
@ -205,20 +224,29 @@ void ImDrawList::UpdateTextureID()
|
||||
#undef GetCurrentClipRect
|
||||
#undef GetCurrentTextureId
|
||||
|
||||
// Scissoring. The values in clip_rect are x1, y1, x2, y2. Only apply to rendering! Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
|
||||
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
|
||||
{
|
||||
_ClipRectStack.push_back(clip_rect);
|
||||
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
|
||||
if (intersect_with_current_clip_rect && _ClipRectStack.Size)
|
||||
{
|
||||
ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];
|
||||
if (cr.x < current.x) cr.x = current.x;
|
||||
if (cr.y < current.y) cr.y = current.y;
|
||||
if (cr.z > current.z) cr.z = current.z;
|
||||
if (cr.w > current.w) cr.w = current.w;
|
||||
}
|
||||
cr.z = ImMax(cr.x, cr.z);
|
||||
cr.w = ImMax(cr.y, cr.w);
|
||||
|
||||
_ClipRectStack.push_back(cr);
|
||||
UpdateClipRect();
|
||||
}
|
||||
|
||||
void ImDrawList::PushClipRectFullScreen()
|
||||
{
|
||||
PushClipRect(GNullClipRect);
|
||||
|
||||
// FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
|
||||
//ImGuiState& g = *GImGui;
|
||||
//PushClipRect(GetVisibleRect());
|
||||
PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w));
|
||||
//PushClipRect(GetVisibleRect()); // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here?
|
||||
}
|
||||
|
||||
void ImDrawList::PopClipRect()
|
||||
@ -257,7 +285,7 @@ void ImDrawList::ChannelsSplit(int channels_count)
|
||||
{
|
||||
if (i >= old_channels_count)
|
||||
{
|
||||
new(&_Channels[i]) ImDrawChannel();
|
||||
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -335,13 +363,13 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
||||
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
|
||||
}
|
||||
|
||||
// Fully unrolled with inline call to keep our debug builds decently fast.
|
||||
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
|
||||
{
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
const ImVec2 b(c.x, a.y);
|
||||
const ImVec2 d(a.x, c.y);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
|
||||
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
|
||||
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);
|
||||
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
|
||||
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
|
||||
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
|
||||
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
|
||||
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
|
||||
@ -353,12 +381,24 @@ void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
|
||||
|
||||
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
|
||||
{
|
||||
const ImVec2 b(c.x, a.y);
|
||||
const ImVec2 d(a.x, c.y);
|
||||
const ImVec2 uv_b(uv_c.x, uv_a.y);
|
||||
const ImVec2 uv_d(uv_a.x, uv_c.y);
|
||||
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
|
||||
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
|
||||
ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
|
||||
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
|
||||
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
|
||||
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
|
||||
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
|
||||
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
|
||||
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
|
||||
_VtxWritePtr += 4;
|
||||
_VtxCurrentIdx += 4;
|
||||
_IdxWritePtr += 6;
|
||||
}
|
||||
|
||||
void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
|
||||
{
|
||||
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
|
||||
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
|
||||
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
|
||||
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
|
||||
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
|
||||
@ -681,11 +721,11 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
|
||||
{
|
||||
float dx = x4 - x1;
|
||||
float dy = y4 - y1;
|
||||
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
|
||||
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
|
||||
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
|
||||
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
|
||||
d2 = (d2 >= 0) ? d2 : -d2;
|
||||
d3 = (d3 >= 0) ? d3 : -d3;
|
||||
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
|
||||
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
|
||||
{
|
||||
path->push_back(ImVec2(x4, y4));
|
||||
}
|
||||
@ -698,8 +738,8 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
|
||||
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
|
||||
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
|
||||
|
||||
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -762,12 +802,13 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thic
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
|
||||
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
|
||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b + ImVec2(0.5f,0.5f), rounding, rounding_corners);
|
||||
PathStroke(col, true);
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
|
||||
@ -801,6 +842,41 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
|
||||
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
|
||||
}
|
||||
|
||||
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(d);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(d);
|
||||
PathFill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
@ -812,14 +888,14 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
|
||||
PathFill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments);
|
||||
PathStroke(col, true);
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
@ -832,14 +908,14 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
|
||||
PathFill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(pos0);
|
||||
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
PathLineTo(pos0);
|
||||
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
|
||||
@ -852,15 +928,14 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
if (text_begin == text_end)
|
||||
return;
|
||||
|
||||
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
|
||||
// Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
|
||||
// Might just move Font/FontSize to ImDrawList?
|
||||
if (font == NULL)
|
||||
font = GImGui->Font;
|
||||
if (font_size == 0.0f)
|
||||
font_size = GImGui->FontSize;
|
||||
|
||||
// reserve vertices for worse case (over-reserving is useful and easily amortized)
|
||||
const int char_count = (int)(text_end - text_begin);
|
||||
const int vtx_count_max = char_count * 4;
|
||||
const int idx_count_max = char_count * 6;
|
||||
const int vtx_begin = VtxBuffer.Size;
|
||||
const int idx_begin = IdxBuffer.Size;
|
||||
PrimReserve(idx_count_max, vtx_count_max);
|
||||
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
|
||||
|
||||
ImVec4 clip_rect = _ClipRectStack.back();
|
||||
if (cpu_fine_clip_rect)
|
||||
@ -870,26 +945,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
|
||||
clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
|
||||
}
|
||||
font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
|
||||
|
||||
// give back unused vertices
|
||||
// FIXME-OPT: clean this up
|
||||
VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
|
||||
IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
|
||||
int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
|
||||
int idx_unused = idx_count_max - (IdxBuffer.Size - idx_begin);
|
||||
CmdBuffer.back().ElemCount -= idx_unused;
|
||||
_VtxWritePtr -= vtx_unused;
|
||||
_IdxWritePtr -= idx_unused;
|
||||
_VtxCurrentIdx = (ImDrawIdx)VtxBuffer.Size;
|
||||
font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
|
||||
}
|
||||
|
||||
// This is one of the few function breaking the encapsulation of ImDrawLst, but it is just so useful.
|
||||
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
|
||||
}
|
||||
|
||||
@ -1075,13 +1135,14 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
if (!font_cfg->MergeMode)
|
||||
{
|
||||
ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont));
|
||||
new (font) ImFont();
|
||||
IM_PLACEMENT_NEW(font) ImFont();
|
||||
Fonts.push_back(font);
|
||||
}
|
||||
|
||||
ConfigData.push_back(*font_cfg);
|
||||
ImFontConfig& new_font_cfg = ConfigData.back();
|
||||
new_font_cfg.DstFont = Fonts.back();
|
||||
if (!new_font_cfg.DstFont)
|
||||
new_font_cfg.DstFont = Fonts.back();
|
||||
if (!new_font_cfg.FontDataOwnedByAtlas)
|
||||
{
|
||||
new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
|
||||
@ -1091,7 +1152,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
|
||||
// Invalidate texture
|
||||
ClearTexData();
|
||||
return Fonts.back();
|
||||
return new_font_cfg.DstFont;
|
||||
}
|
||||
|
||||
// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
|
||||
@ -1099,7 +1160,7 @@ static unsigned int stb_decompress_length(unsigned char *input);
|
||||
static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
|
||||
static const char* GetDefaultCompressedFontDataTTFBase85();
|
||||
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
|
||||
static void Decode85(const unsigned char* src, unsigned char* dst)
|
||||
static void Decode85(const unsigned char* src, unsigned char* dst)
|
||||
{
|
||||
while (*src)
|
||||
{
|
||||
@ -1168,13 +1229,13 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
|
||||
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
|
||||
IM_ASSERT(font_cfg.FontData == NULL);
|
||||
font_cfg.FontDataOwnedByAtlas = true;
|
||||
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, font_cfg_template, glyph_ranges);
|
||||
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
|
||||
}
|
||||
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
|
||||
{
|
||||
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
|
||||
void* compressed_ttf = ImGui::MemAlloc(compressed_ttf_size);
|
||||
void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);
|
||||
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
|
||||
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
|
||||
ImGui::MemFree(compressed_ttf);
|
||||
@ -1223,8 +1284,9 @@ bool ImFontAtlas::Build()
|
||||
}
|
||||
}
|
||||
|
||||
// Start packing
|
||||
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512; // Width doesn't actually matters much but some API/GPU have texture size limitations, and increasing width can decrease height.
|
||||
// Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish.
|
||||
// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
|
||||
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
|
||||
TexHeight = 0;
|
||||
const int max_tex_height = 1024*32;
|
||||
stbtt_pack_context spc;
|
||||
@ -1605,7 +1667,7 @@ ImFont::~ImFont()
|
||||
// If you want to delete fonts you need to do it between Render() and NewFrame().
|
||||
// FIXME-CLEANUP
|
||||
/*
|
||||
ImGuiState& g = *GImGui;
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.Font == this)
|
||||
g.Font = NULL;
|
||||
*/
|
||||
@ -1633,20 +1695,15 @@ void ImFont::BuildLookupTable()
|
||||
for (int i = 0; i != Glyphs.Size; i++)
|
||||
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
|
||||
|
||||
IM_ASSERT(Glyphs.Size < 32*1024);
|
||||
IndexXAdvance.clear();
|
||||
IndexXAdvance.resize(max_codepoint + 1);
|
||||
IndexLookup.clear();
|
||||
IndexLookup.resize(max_codepoint + 1);
|
||||
for (int i = 0; i < max_codepoint + 1; i++)
|
||||
{
|
||||
IndexXAdvance[i] = -1.0f;
|
||||
IndexLookup[i] = -1;
|
||||
}
|
||||
GrowIndex(max_codepoint + 1);
|
||||
for (int i = 0; i < Glyphs.Size; i++)
|
||||
{
|
||||
int codepoint = (int)Glyphs[i].Codepoint;
|
||||
IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
|
||||
IndexLookup[codepoint] = i;
|
||||
IndexLookup[codepoint] = (short)i;
|
||||
}
|
||||
|
||||
// Create a glyph to handle TAB
|
||||
@ -1660,7 +1717,7 @@ void ImFont::BuildLookupTable()
|
||||
tab_glyph.Codepoint = '\t';
|
||||
tab_glyph.XAdvance *= 4;
|
||||
IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
|
||||
IndexLookup[(int)tab_glyph.Codepoint] = (int)(Glyphs.Size-1);
|
||||
IndexLookup[(int)tab_glyph.Codepoint] = (short)(Glyphs.Size-1);
|
||||
}
|
||||
|
||||
FallbackGlyph = NULL;
|
||||
@ -1677,13 +1734,43 @@ void ImFont::SetFallbackChar(ImWchar c)
|
||||
BuildLookupTable();
|
||||
}
|
||||
|
||||
void ImFont::GrowIndex(int new_size)
|
||||
{
|
||||
IM_ASSERT(IndexXAdvance.Size == IndexLookup.Size);
|
||||
int old_size = IndexLookup.Size;
|
||||
if (new_size <= old_size)
|
||||
return;
|
||||
IndexXAdvance.resize(new_size);
|
||||
IndexLookup.resize(new_size);
|
||||
for (int i = old_size; i < new_size; i++)
|
||||
{
|
||||
IndexXAdvance[i] = -1.0f;
|
||||
IndexLookup[i] = (short)-1;
|
||||
}
|
||||
}
|
||||
|
||||
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
|
||||
{
|
||||
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
|
||||
int index_size = IndexLookup.Size;
|
||||
|
||||
if (dst < index_size && IndexLookup.Data[dst] == -1 && !overwrite_dst) // 'dst' already exists
|
||||
return;
|
||||
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
|
||||
return;
|
||||
|
||||
GrowIndex(dst + 1);
|
||||
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : -1;
|
||||
IndexXAdvance[dst] = (src < index_size) ? IndexXAdvance.Data[src] : 1.0f;
|
||||
}
|
||||
|
||||
const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
|
||||
{
|
||||
if (c < IndexLookup.Size)
|
||||
{
|
||||
const int i = IndexLookup[c];
|
||||
const short i = IndexLookup[c];
|
||||
if (i != -1)
|
||||
return &Glyphs[i];
|
||||
return &Glyphs.Data[i];
|
||||
}
|
||||
return FallbackGlyph;
|
||||
}
|
||||
@ -1879,7 +1966,23 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
|
||||
return text_size;
|
||||
}
|
||||
|
||||
void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, bool cpu_fine_clip) const
|
||||
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
|
||||
{
|
||||
if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
|
||||
return;
|
||||
if (const Glyph* glyph = FindGlyph(c))
|
||||
{
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
||||
pos.y = (float)(int)pos.y + DisplayOffset.y;
|
||||
ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
|
||||
ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
}
|
||||
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
{
|
||||
if (!text_end)
|
||||
text_end = text_begin + strlen(text_begin);
|
||||
@ -1897,14 +2000,22 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
const bool word_wrap_enabled = (wrap_width > 0.0f);
|
||||
const char* word_wrap_eol = NULL;
|
||||
|
||||
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
|
||||
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
|
||||
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
|
||||
|
||||
// Skip non-visible lines
|
||||
const char* s = text_begin;
|
||||
if (!word_wrap_enabled && y + line_height < clip_rect.y)
|
||||
while (s < text_end && *s != '\n') // Fast-forward to next line
|
||||
s++;
|
||||
|
||||
// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
|
||||
const int vtx_count_max = (int)(text_end - s) * 4;
|
||||
const int idx_count_max = (int)(text_end - s) * 6;
|
||||
const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
|
||||
draw_list->PrimReserve(idx_count_max, vtx_count_max);
|
||||
|
||||
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
|
||||
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
|
||||
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
|
||||
|
||||
while (s < text_end)
|
||||
{
|
||||
if (word_wrap_enabled)
|
||||
@ -1969,15 +2080,14 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
{
|
||||
char_width = glyph->XAdvance * scale;
|
||||
|
||||
// Clipping on Y is more likely
|
||||
// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
|
||||
if (c != ' ' && c != '\t')
|
||||
{
|
||||
// We don't do a second finer clipping test on the Y axis (TODO: do some measurement see if it is worth it, probably not)
|
||||
float y1 = (float)(y + glyph->Y0 * scale);
|
||||
float y2 = (float)(y + glyph->Y1 * scale);
|
||||
|
||||
float x1 = (float)(x + glyph->X0 * scale);
|
||||
float x2 = (float)(x + glyph->X1 * scale);
|
||||
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
|
||||
float x1 = x + glyph->X0 * scale;
|
||||
float x2 = x + glyph->X1 * scale;
|
||||
float y1 = y + glyph->Y0 * scale;
|
||||
float y2 = y + glyph->Y1 * scale;
|
||||
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
|
||||
{
|
||||
// Render a character
|
||||
@ -2016,8 +2126,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
}
|
||||
}
|
||||
|
||||
// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
|
||||
// inlined:
|
||||
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
|
||||
// Inlined here:
|
||||
{
|
||||
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
|
||||
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
|
||||
@ -2036,9 +2146,13 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
x += char_width;
|
||||
}
|
||||
|
||||
// Give back unused vertices
|
||||
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
|
||||
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
|
||||
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
|
||||
draw_list->_VtxWritePtr = vtx_write;
|
||||
draw_list->_VtxCurrentIdx = vtx_current_idx;
|
||||
draw_list->_IdxWritePtr = idx_write;
|
||||
draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
171
imgui_internal.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.47
|
||||
// dear imgui, v1.49
|
||||
// (internals)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
@ -19,6 +19,13 @@
|
||||
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast"
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward Declarations
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -33,7 +40,6 @@ struct ImGuiTextEditState;
|
||||
struct ImGuiIniData;
|
||||
struct ImGuiMouseCursorData;
|
||||
struct ImGuiPopupRef;
|
||||
struct ImGuiState;
|
||||
struct ImGuiWindow;
|
||||
|
||||
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
|
||||
@ -48,12 +54,6 @@ typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
|
||||
namespace ImGuiStb
|
||||
{
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-function"
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
#endif
|
||||
|
||||
#undef STB_TEXTEDIT_STRING
|
||||
#undef STB_TEXTEDIT_CHARTYPE
|
||||
#define STB_TEXTEDIT_STRING ImGuiTextEditState
|
||||
@ -61,17 +61,13 @@ namespace ImGuiStb
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
|
||||
#include "stb_textedit.h"
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
} // namespace ImGuiStb
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Context
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
extern IMGUI_API ImGuiState* GImGui;
|
||||
extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context pointer
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helpers
|
||||
@ -135,7 +131,17 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)
|
||||
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
|
||||
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
|
||||
static inline ImVec2 ImRound(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
||||
static inline float ImFloor(float f) { return (float)(int)f; }
|
||||
static inline ImVec2 ImFloor(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
||||
|
||||
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
|
||||
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
|
||||
#ifdef IMGUI_DEFINE_PLACEMENT_NEW
|
||||
struct ImPlacementNewDummy {};
|
||||
inline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; }
|
||||
inline void operator delete(void*, ImPlacementNewDummy, void*) {}
|
||||
#define IM_PLACEMENT_NEW(_PTR) new(ImPlacementNewDummy(), _PTR)
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Types
|
||||
@ -143,34 +149,31 @@ static inline ImVec2 ImRound(ImVec2 v)
|
||||
|
||||
enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_Repeat = 1 << 0,
|
||||
ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click only (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release only (default requires click+release)
|
||||
ImGuiButtonFlags_FlattenChilds = 1 << 3,
|
||||
ImGuiButtonFlags_DontClosePopups = 1 << 4,
|
||||
ImGuiButtonFlags_Disabled = 1 << 5,
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 6,
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 7
|
||||
};
|
||||
|
||||
enum ImGuiTreeNodeFlags_
|
||||
{
|
||||
ImGuiTreeNodeFlags_DefaultOpen = 1 << 0,
|
||||
ImGuiTreeNodeFlags_NoAutoExpandOnLog = 1 << 1
|
||||
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
|
||||
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // (default) return pressed on click+release on same item (default if no PressedOn** flag is set)
|
||||
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return pressed on click (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return pressed on release (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return pressed on double-click (default requires click+release)
|
||||
ImGuiButtonFlags_FlattenChilds = 1 << 5, // allow interaction even if a child window is overlapping
|
||||
ImGuiButtonFlags_DontClosePopups = 1 << 6, // disable automatically closing parent popup on press
|
||||
ImGuiButtonFlags_Disabled = 1 << 7, // disable interaction
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 8, // vertically align button to match text baseline - ButtonEx() only
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 9, // disable interaction if a key modifier is held
|
||||
ImGuiButtonFlags_AllowOverlapMode = 1 << 10 // require previous frame HoveredId to either match id or be null before being usable
|
||||
};
|
||||
|
||||
enum ImGuiSliderFlags_
|
||||
{
|
||||
ImGuiSliderFlags_Vertical = 1 << 0,
|
||||
ImGuiSliderFlags_Vertical = 1 << 0
|
||||
};
|
||||
|
||||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_Menu = 1 << 2,
|
||||
ImGuiSelectableFlags_MenuItem = 1 << 3,
|
||||
ImGuiSelectableFlags_Disabled = 1 << 4,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 5
|
||||
ImGuiSelectableFlags_Menu = 1 << 3,
|
||||
ImGuiSelectableFlags_MenuItem = 1 << 4,
|
||||
ImGuiSelectableFlags_Disabled = 1 << 5,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
|
||||
};
|
||||
|
||||
// FIXME: this is in development, not exposed/functional as a generic feature yet.
|
||||
@ -221,7 +224,7 @@ struct IMGUI_API ImRect
|
||||
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
|
||||
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
|
||||
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
|
||||
void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
|
||||
{
|
||||
if (!on_edge && Contains(p))
|
||||
@ -267,7 +270,7 @@ struct ImGuiColumnData
|
||||
//float IndentX;
|
||||
};
|
||||
|
||||
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and NOT a generic helper.
|
||||
// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
struct IMGUI_API ImGuiSimpleColumns
|
||||
{
|
||||
int Count;
|
||||
@ -276,9 +279,9 @@ struct IMGUI_API ImGuiSimpleColumns
|
||||
float Pos[8], NextWidths[8];
|
||||
|
||||
ImGuiSimpleColumns();
|
||||
void Update(int count, float spacing, bool clear);
|
||||
float DeclColumns(float w0, float w1, float w2);
|
||||
float CalcExtraSpace(float avail_w);
|
||||
void Update(int count, float spacing, bool clear);
|
||||
float DeclColumns(float w0, float w1, float w2);
|
||||
float CalcExtraSpace(float avail_w);
|
||||
};
|
||||
|
||||
// Internal state of the currently focused/edited text input box
|
||||
@ -338,7 +341,7 @@ struct ImGuiPopupRef
|
||||
};
|
||||
|
||||
// Main state for ImGui
|
||||
struct ImGuiState
|
||||
struct ImGuiContext
|
||||
{
|
||||
bool Initialized;
|
||||
ImGuiIO IO;
|
||||
@ -346,7 +349,7 @@ struct ImGuiState
|
||||
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
||||
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
|
||||
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
|
||||
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
|
||||
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
|
||||
|
||||
float Time;
|
||||
int FrameCount;
|
||||
@ -367,15 +370,16 @@ struct ImGuiState
|
||||
bool ActiveIdIsAlive;
|
||||
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
||||
bool ActiveIdAllowOverlap; // Set only by active widget
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
|
||||
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
|
||||
ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
|
||||
ImVector<ImGuiIniData> Settings; // .ini Settings
|
||||
float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
|
||||
int DisableHideTextAfterDoubleHash;
|
||||
float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
|
||||
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
|
||||
ImVector<ImGuiPopupRef> OpenedPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
|
||||
// Storage for SetNexWindow** and SetNextTreeNode*** functions
|
||||
@ -387,9 +391,13 @@ struct ImGuiState
|
||||
ImGuiSetCond SetNextWindowSizeCond;
|
||||
ImGuiSetCond SetNextWindowContentSizeCond;
|
||||
ImGuiSetCond SetNextWindowCollapsedCond;
|
||||
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
|
||||
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
|
||||
void* SetNextWindowSizeConstraintCallbackUserData;
|
||||
bool SetNextWindowSizeConstraint;
|
||||
bool SetNextWindowFocus;
|
||||
bool SetNextTreeNodeOpenedVal;
|
||||
ImGuiSetCond SetNextTreeNodeOpenedCond;
|
||||
bool SetNextTreeNodeOpenVal;
|
||||
ImGuiSetCond SetNextTreeNodeOpenCond;
|
||||
|
||||
// Render
|
||||
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
|
||||
@ -404,13 +412,12 @@ struct ImGuiState
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
|
||||
ImVec2 ActiveClickDeltaToCenter;
|
||||
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
|
||||
ImVec2 DragLastMouseDelta;
|
||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
float DragSpeedScaleSlow;
|
||||
float DragSpeedScaleFast;
|
||||
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
char Tooltip[1024];
|
||||
char* PrivateClipboard; // If no custom clipboard handler is defined
|
||||
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
|
||||
@ -426,11 +433,11 @@ struct ImGuiState
|
||||
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
|
||||
int FramerateSecPerFrameIdx;
|
||||
float FramerateSecPerFrameAccum;
|
||||
bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
|
||||
bool CaptureKeyboardNextFrame;
|
||||
int CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
|
||||
int CaptureKeyboardNextFrame;
|
||||
char TempBuffer[1024*3+1]; // temporary text buffer
|
||||
|
||||
ImGuiState()
|
||||
ImGuiContext()
|
||||
{
|
||||
Initialized = false;
|
||||
Font = NULL;
|
||||
@ -452,23 +459,26 @@ struct ImGuiState
|
||||
ActiveIdIsAlive = false;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdAllowOverlap = false;
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = NULL;
|
||||
MovedWindow = NULL;
|
||||
MovedWindowMoveId = 0;
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
DisableHideTextAfterDoubleHash = 0;
|
||||
|
||||
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
|
||||
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
|
||||
SetNextWindowCollapsedVal = false;
|
||||
SetNextWindowPosCond = 0;
|
||||
SetNextWindowSizeCond = 0;
|
||||
SetNextWindowContentSizeCond = 0;
|
||||
SetNextWindowCollapsedCond = 0;
|
||||
SetNextWindowFocus = false;
|
||||
SetNextTreeNodeOpenedVal = false;
|
||||
SetNextTreeNodeOpenedCond = 0;
|
||||
SetNextWindowSizeConstraintCallback = NULL;
|
||||
SetNextWindowSizeConstraintCallbackUserData = NULL;
|
||||
SetNextTreeNodeOpenVal = false;
|
||||
SetNextTreeNodeOpenCond = 0;
|
||||
|
||||
ScalarAsInputTextId = 0;
|
||||
ActiveClickDeltaToCenter = ImVec2(0.0f, 0.0f);
|
||||
DragCurrentValue = 0.0f;
|
||||
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
|
||||
DragSpeedDefaultRatio = 0.01f;
|
||||
@ -482,6 +492,7 @@ struct ImGuiState
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
memset(MouseCursorData, 0, sizeof(MouseCursorData));
|
||||
|
||||
LogEnabled = false;
|
||||
LogFile = NULL;
|
||||
@ -492,7 +503,8 @@ struct ImGuiState
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
|
||||
CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1;
|
||||
memset(TempBuffer, 0, sizeof(TempBuffer));
|
||||
}
|
||||
};
|
||||
|
||||
@ -583,21 +595,24 @@ struct IMGUI_API ImGuiDrawContext
|
||||
struct IMGUI_API ImGuiWindow
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
ImGuiWindowFlags Flags;
|
||||
ImGuiID ID; // == ImHash(Name)
|
||||
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
|
||||
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
|
||||
ImVec2 PosFloat;
|
||||
ImVec2 Pos; // Position rounded-up to nearest pixel
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
|
||||
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
|
||||
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
|
||||
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
|
||||
ImGuiID MoveID; // == window->GetID("#MOVE")
|
||||
ImVec2 Scroll;
|
||||
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
bool ScrollbarX, ScrollbarY;
|
||||
ImVec2 ScrollbarSizes; //
|
||||
ImVec2 ScrollbarSizes;
|
||||
float BorderSize;
|
||||
bool Active; // Set to true on Begin()
|
||||
bool WasActive;
|
||||
bool Accessed; // Set to true when any widget access the current window
|
||||
@ -617,15 +632,16 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
||||
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
|
||||
ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
|
||||
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
|
||||
int LastFrameActive;
|
||||
float ItemWidthDefault;
|
||||
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
float FontWindowScale; // Scale multiplier per-window
|
||||
ImDrawList* DrawList;
|
||||
ImGuiWindow* RootWindow;
|
||||
ImGuiWindow* RootNonPopupWindow;
|
||||
ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
|
||||
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
|
||||
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
|
||||
|
||||
// Focus
|
||||
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
||||
@ -661,17 +677,18 @@ namespace ImGui
|
||||
// If this ever crash because g.CurrentWindow is NULL it means that either
|
||||
// - ImGui::NewFrame() has never been called, which is illegal.
|
||||
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
|
||||
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiState& g = *GImGui; return g.CurrentWindow; }
|
||||
inline ImGuiWindow* GetCurrentWindow() { ImGuiState& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
|
||||
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
|
||||
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
|
||||
IMGUI_API ImGuiWindow* GetParentWindow();
|
||||
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
|
||||
IMGUI_API void FocusWindow(ImGuiWindow* window);
|
||||
|
||||
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
|
||||
|
||||
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
|
||||
IMGUI_API void EndFrame(); // Automatically called by Render()
|
||||
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
|
||||
@ -681,7 +698,6 @@ namespace ImGui
|
||||
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
|
||||
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
||||
IMGUI_API void SetItemAllowOverlap(); // Allow last item to be overlapped by a subsequent item
|
||||
|
||||
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
|
||||
|
||||
@ -689,19 +705,20 @@ namespace ImGui
|
||||
inline IMGUI_API ImU32 GetColorU32(const ImVec4& col) { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
|
||||
// NB: All position are in absolute pixels coordinates (not window coordinates)
|
||||
// FIXME: Refactor all RenderText* functions into one.
|
||||
// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
|
||||
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
|
||||
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
|
||||
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
|
||||
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
|
||||
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
|
||||
IMGUI_API void RenderBullet(ImVec2 pos);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);
|
||||
IMGUI_API void PopClipRect();
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
|
||||
|
||||
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
|
||||
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
|
||||
@ -717,14 +734,20 @@ namespace ImGui
|
||||
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
|
||||
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
|
||||
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpened(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
|
||||
IMGUI_API void TreePushRawID(ImGuiID id);
|
||||
|
||||
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
|
||||
|
||||
IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
|
||||
IMGUI_API float RoundScalar(float value, int decimal_precision);
|
||||
|
||||
} // namespace ImGuiP
|
||||
} // namespace ImGui
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (pop)
|
||||
|
@ -268,9 +268,9 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
(void)c;
|
||||
//(void)c;
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
143
stb_textedit.h
@ -1,8 +1,8 @@
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.4
|
||||
// [ImGui] we made a fix for using the END key on multi-line text edit, see https://github.com/ocornut/imgui/issues/275
|
||||
// [ImGui] we made a fix for using keyboard while using mouse, see https://github.com/nothings/stb/pull/209
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.8
|
||||
// [ImGui] - fixed some minor warnings
|
||||
// [ImGui] - added STB_TEXTEDIT_MOVEWORDLEFT/STB_TEXTEDIT_MOVEWORDRIGHT custom handler (#473)
|
||||
|
||||
// stb_textedit.h - v1.4 - public domain - Sean Barrett
|
||||
// stb_textedit.h - v1.8 - public domain - Sean Barrett
|
||||
// Development of this library was sponsored by RAD Game Tools
|
||||
//
|
||||
// This C header file implements the guts of a multi-line text-editing
|
||||
@ -21,19 +21,24 @@
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// This software has been placed in the public domain by its author.
|
||||
// Where that dedication is not recognized, you are granted a perpetual,
|
||||
// irrevocable license to copy and modify this file as you see fit.
|
||||
// This software is dual-licensed to the public domain and under the following
|
||||
// license: you are granted a perpetual, irrevocable license to copy, modify,
|
||||
// publish, and distribute this file as you see fit.
|
||||
//
|
||||
//
|
||||
// DEPENDENCIES
|
||||
//
|
||||
// Uses the C runtime function 'memmove'. Uses no other functions.
|
||||
// Performs no runtime allocations.
|
||||
// Uses the C runtime function 'memmove', which you can override
|
||||
// by defining STB_TEXTEDIT_memmove before the implementation.
|
||||
// Uses no other functions. Performs no runtime allocations.
|
||||
//
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
|
||||
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
|
||||
// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove
|
||||
// 1.5 (2014-09-10) add support for secondary keys for OS X
|
||||
// 1.4 (2014-08-17) fix signed/unsigned warnings
|
||||
// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary
|
||||
// 1.2 (2014-05-27) fix some RAD types that had crept into the new code
|
||||
@ -46,7 +51,13 @@
|
||||
// ADDITIONAL CONTRIBUTORS
|
||||
//
|
||||
// Ulf Winklemann: move-by-word in 1.1
|
||||
// Scott Graham: mouse selection bugfix in 1.3
|
||||
// Fabian Giesen: secondary key inputs in 1.5
|
||||
// Martins Mozeiko: STB_TEXTEDIT_memmove
|
||||
//
|
||||
// Bugfixes:
|
||||
// Scott Graham
|
||||
// Daniel Keller
|
||||
// Omar Cornut
|
||||
//
|
||||
// USAGE
|
||||
//
|
||||
@ -141,11 +152,17 @@
|
||||
// STB_TEXTEDIT_K_REDO keyboard input to perform redo
|
||||
//
|
||||
// Optional:
|
||||
// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode
|
||||
// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'),
|
||||
// required for WORDLEFT/WORDRIGHT
|
||||
// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT
|
||||
// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT
|
||||
// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode
|
||||
// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'),
|
||||
// required for default WORDLEFT/WORDRIGHT handlers
|
||||
// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to
|
||||
// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to
|
||||
// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT
|
||||
// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT
|
||||
// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line
|
||||
// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line
|
||||
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
|
||||
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
|
||||
//
|
||||
// Todo:
|
||||
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
|
||||
@ -356,7 +373,10 @@ typedef struct
|
||||
// included just the "header" portion
|
||||
#ifdef STB_TEXTEDIT_IMPLEMENTATION
|
||||
|
||||
#include <string.h> // memmove
|
||||
#ifndef STB_TEXTEDIT_memmove
|
||||
#include <string.h>
|
||||
#define STB_TEXTEDIT_memmove memmove
|
||||
#endif
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
@ -372,9 +392,6 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
|
||||
float base_y = 0, prev_x;
|
||||
int i=0, k;
|
||||
|
||||
if (y < 0)
|
||||
return 0;
|
||||
|
||||
r.x0 = r.x1 = 0;
|
||||
r.ymin = r.ymax = 0;
|
||||
r.num_chars = 0;
|
||||
@ -385,6 +402,9 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
|
||||
if (r.num_chars <= 0)
|
||||
return n;
|
||||
|
||||
if (i==0 && y < base_y + r.ymin)
|
||||
return 0;
|
||||
|
||||
if (y < base_y + r.ymax)
|
||||
break;
|
||||
|
||||
@ -601,9 +621,9 @@ static int is_word_boundary( STB_TEXTEDIT_STRING *_str, int _idx )
|
||||
return _idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str,_idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str, _idx) ) ) : 1;
|
||||
}
|
||||
|
||||
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, STB_TexteditState *_state )
|
||||
#ifndef STB_TEXTEDIT_MOVEWORDLEFT
|
||||
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, int c )
|
||||
{
|
||||
int c = _state->cursor - 1;
|
||||
while( c >= 0 && !is_word_boundary( _str, c ) )
|
||||
--c;
|
||||
|
||||
@ -612,11 +632,13 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, STB_Te
|
||||
|
||||
return c;
|
||||
}
|
||||
#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous
|
||||
#endif
|
||||
|
||||
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, STB_TexteditState *_state )
|
||||
#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
|
||||
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, int c )
|
||||
{
|
||||
const int len = STB_TEXTEDIT_STRINGLEN(_str);
|
||||
int c = _state->cursor+1;
|
||||
while( c < len && !is_word_boundary( _str, c ) )
|
||||
++c;
|
||||
|
||||
@ -625,6 +647,9 @@ static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, STB_Texted
|
||||
|
||||
return c;
|
||||
}
|
||||
#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
// update selection and cursor to match each other
|
||||
@ -746,21 +771,12 @@ retry:
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
#ifdef STB_TEXTEDIT_IS_SPACE
|
||||
#ifdef STB_TEXTEDIT_MOVEWORDLEFT
|
||||
case STB_TEXTEDIT_K_WORDLEFT:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_first(state);
|
||||
else {
|
||||
state->cursor = stb_textedit_move_to_word_previous(str, state);
|
||||
stb_textedit_clamp( str, state );
|
||||
}
|
||||
break;
|
||||
|
||||
case STB_TEXTEDIT_K_WORDRIGHT:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str, state);
|
||||
else {
|
||||
state->cursor = stb_textedit_move_to_word_next(str, state);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor-1);
|
||||
stb_textedit_clamp( str, state );
|
||||
}
|
||||
break;
|
||||
@ -769,17 +785,28 @@ retry:
|
||||
if( !STB_TEXT_HAS_SELECTION( state ) )
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
|
||||
state->cursor = stb_textedit_move_to_word_previous(str, state);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor-1);
|
||||
state->select_end = state->cursor;
|
||||
|
||||
stb_textedit_clamp( str, state );
|
||||
break;
|
||||
#endif
|
||||
|
||||
#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
|
||||
case STB_TEXTEDIT_K_WORDRIGHT:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str, state);
|
||||
else {
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor+1);
|
||||
stb_textedit_clamp( str, state );
|
||||
}
|
||||
break;
|
||||
|
||||
case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
|
||||
if( !STB_TEXT_HAS_SELECTION( state ) )
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
|
||||
state->cursor = stb_textedit_move_to_word_next(str, state);
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor+1);
|
||||
state->select_end = state->cursor;
|
||||
|
||||
stb_textedit_clamp( str, state );
|
||||
@ -923,23 +950,35 @@ retry:
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_TEXTSTART2
|
||||
case STB_TEXTEDIT_K_TEXTSTART2:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_TEXTSTART:
|
||||
state->cursor = state->select_start = state->select_end = 0;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_TEXTEND2
|
||||
case STB_TEXTEDIT_K_TEXTEND2:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_TEXTEND:
|
||||
state->cursor = STB_TEXTEDIT_STRINGLEN(str);
|
||||
state->select_start = state->select_end = 0;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_TEXTSTART2
|
||||
case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
state->cursor = state->select_end = 0;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_TEXTEND2
|
||||
case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
|
||||
@ -947,6 +986,9 @@ retry:
|
||||
break;
|
||||
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINESTART2
|
||||
case STB_TEXTEDIT_K_LINESTART2:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINESTART: {
|
||||
StbFindState find;
|
||||
stb_textedit_clamp(str, state);
|
||||
@ -957,18 +999,25 @@ retry:
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINEEND2
|
||||
case STB_TEXTEDIT_K_LINEEND2:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINEEND: {
|
||||
StbFindState find;
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_move_to_first(state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
|
||||
state->has_preferred_x = 0;
|
||||
state->cursor = find.first_char + find.length;
|
||||
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
|
||||
state->cursor--;
|
||||
state->has_preferred_x = 0;
|
||||
--state->cursor;
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINESTART2
|
||||
case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
stb_textedit_clamp(str, state);
|
||||
@ -979,15 +1028,19 @@ retry:
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_LINEEND2
|
||||
case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
state->cursor = state->select_end = find.first_char + find.length;
|
||||
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
|
||||
state->cursor = state->select_end = state->cursor - 1;
|
||||
state->has_preferred_x = 0;
|
||||
state->cursor = find.first_char + find.length;
|
||||
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
|
||||
--state->cursor;
|
||||
state->select_end = state->cursor;
|
||||
break;
|
||||
}
|
||||
|
||||
@ -1018,13 +1071,13 @@ static void stb_textedit_discard_undo(StbUndoState *state)
|
||||
int n = state->undo_rec[0].insert_length, i;
|
||||
// delete n characters from all other records
|
||||
state->undo_char_point = state->undo_char_point - (short) n; // vsnet05
|
||||
memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
for (i=0; i < state->undo_point; ++i)
|
||||
if (state->undo_rec[i].char_storage >= 0)
|
||||
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it
|
||||
}
|
||||
--state->undo_point;
|
||||
memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));
|
||||
STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));
|
||||
}
|
||||
}
|
||||
|
||||
@ -1042,13 +1095,13 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
int n = state->undo_rec[k].insert_length, i;
|
||||
// delete n characters from all other records
|
||||
state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
|
||||
memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
|
||||
for (i=state->redo_point; i < k; ++i)
|
||||
if (state->undo_rec[i].char_storage >= 0)
|
||||
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
|
||||
}
|
||||
++state->redo_point;
|
||||
memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// stb_truetype.h - v1.08 - public domain
|
||||
// stb_truetype.h - v1.10 - public domain
|
||||
// authored from 2009-2015 by Sean Barrett / RAD Game Tools
|
||||
//
|
||||
// This library processes TrueType files:
|
||||
@ -21,6 +21,10 @@
|
||||
// Mikko Mononen: compound shape support, more cmap formats
|
||||
// Tor Andersson: kerning, subpixel rendering
|
||||
//
|
||||
// Misc other:
|
||||
// Ryan Gordon
|
||||
// Simon Glass
|
||||
//
|
||||
// Bug/warning reports/fixes:
|
||||
// "Zer" on mollyrocket (with fix)
|
||||
// Cass Everitt
|
||||
@ -42,12 +46,13 @@
|
||||
// Sergey Popov
|
||||
// Giumo X. Clanjor
|
||||
// Higor Euripedes
|
||||
//
|
||||
// Misc other:
|
||||
// Ryan Gordon
|
||||
// Thomas Fields
|
||||
// Derek Vinyard
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef
|
||||
// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly
|
||||
// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
|
||||
// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
|
||||
// variant PackFontRanges to pack and render in separate phases;
|
||||
@ -65,9 +70,9 @@
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// This software is in the public domain. Where that dedication is not
|
||||
// recognized, you are granted a perpetual, irrevocable license to copy,
|
||||
// distribute, and modify this file as you see fit.
|
||||
// This software is dual-licensed to the public domain and under the following
|
||||
// license: you are granted a perpetual, irrevocable license to copy, modify,
|
||||
// publish, and distribute this file as you see fit.
|
||||
//
|
||||
// USAGE
|
||||
//
|
||||
@ -403,6 +408,11 @@ int main(int arg, char **argv)
|
||||
#define STBTT_sqrt(x) sqrt(x)
|
||||
#endif
|
||||
|
||||
#ifndef STBTT_fabs
|
||||
#include <math.h>
|
||||
#define STBTT_fabs(x) fabs(x)
|
||||
#endif
|
||||
|
||||
// #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
|
||||
#ifndef STBTT_malloc
|
||||
#include <stdlib.h>
|
||||
@ -626,7 +636,7 @@ STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
|
||||
|
||||
// The following structure is defined publically so you can declare one on
|
||||
// the stack or as a global or etc, but you should treat it as opaque.
|
||||
typedef struct stbtt_fontinfo
|
||||
struct stbtt_fontinfo
|
||||
{
|
||||
void * userdata;
|
||||
unsigned char * data; // pointer to .ttf file
|
||||
@ -637,7 +647,7 @@ typedef struct stbtt_fontinfo
|
||||
int loca,head,glyf,hhea,hmtx,kern; // table locations as offset from start of .ttf
|
||||
int index_map; // a cmap mapping for our chosen character encoding
|
||||
int indexToLocFormat; // format needed to map from glyph index to glyph
|
||||
} stbtt_fontinfo;
|
||||
};
|
||||
|
||||
STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
|
||||
// Given an offset into the file that defines a font, this function builds
|
||||
@ -1556,7 +1566,7 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
|
||||
|
||||
STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
|
||||
{
|
||||
int x0,y0,x1,y1;
|
||||
int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning
|
||||
if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
|
||||
// e.g. space character
|
||||
if (ix0) *ix0 = 0;
|
||||
@ -1672,6 +1682,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i
|
||||
{
|
||||
stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
|
||||
float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
|
||||
STBTT_assert(z != NULL);
|
||||
if (!z) return z;
|
||||
|
||||
// round dx down to avoid overshooting
|
||||
@ -1693,6 +1704,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i
|
||||
{
|
||||
stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
|
||||
float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
|
||||
STBTT_assert(z != NULL);
|
||||
//STBTT_assert(e->y0 <= start_point);
|
||||
if (!z) return z;
|
||||
z->fdx = dxdy;
|
||||
@ -1817,21 +1829,23 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e,
|
||||
while (e->y0 <= scan_y) {
|
||||
if (e->y1 > scan_y) {
|
||||
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
|
||||
// find insertion point
|
||||
if (active == NULL)
|
||||
active = z;
|
||||
else if (z->x < active->x) {
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
} else {
|
||||
// find thing to insert AFTER
|
||||
stbtt__active_edge *p = active;
|
||||
while (p->next && p->next->x < z->x)
|
||||
p = p->next;
|
||||
// at this point, p->next->x is NOT < z->x
|
||||
z->next = p->next;
|
||||
p->next = z;
|
||||
if (z != NULL) {
|
||||
// find insertion point
|
||||
if (active == NULL)
|
||||
active = z;
|
||||
else if (z->x < active->x) {
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
} else {
|
||||
// find thing to insert AFTER
|
||||
stbtt__active_edge *p = active;
|
||||
while (p->next && p->next->x < z->x)
|
||||
p = p->next;
|
||||
// at this point, p->next->x is NOT < z->x
|
||||
z->next = p->next;
|
||||
p->next = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
++e;
|
||||
@ -1986,7 +2000,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
}
|
||||
y_crossing += dy * (x2 - (x1+1));
|
||||
|
||||
STBTT_assert(fabs(area) <= 1.01f);
|
||||
STBTT_assert(STBTT_fabs(area) <= 1.01f);
|
||||
|
||||
scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
|
||||
|
||||
@ -2102,10 +2116,12 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e,
|
||||
while (e->y0 <= scan_y_bottom) {
|
||||
if (e->y0 != e->y1) {
|
||||
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
|
||||
STBTT_assert(z->ey >= scan_y_top);
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
if (z != NULL) {
|
||||
STBTT_assert(z->ey >= scan_y_top);
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
}
|
||||
}
|
||||
++e;
|
||||
}
|
||||
@ -2121,7 +2137,7 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e,
|
||||
int m;
|
||||
sum += scanline2[i];
|
||||
k = scanline[i] + sum;
|
||||
k = (float) fabs(k)*255 + 0.5f;
|
||||
k = (float) STBTT_fabs(k)*255 + 0.5f;
|
||||
m = (int) k;
|
||||
if (m > 255) m = 255;
|
||||
result->pixels[j*result->stride + i] = (unsigned char) m;
|
||||
@ -2422,7 +2438,10 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info
|
||||
|
||||
if (scale_x == 0) scale_x = scale_y;
|
||||
if (scale_y == 0) {
|
||||
if (scale_x == 0) return NULL;
|
||||
if (scale_x == 0) {
|
||||
STBTT_free(vertices, info->userdata);
|
||||
return NULL;
|
||||
}
|
||||
scale_y = scale_x;
|
||||
}
|
||||
|
||||
@ -2514,6 +2533,7 @@ STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // fo
|
||||
float scale;
|
||||
int x,y,bottom_y, i;
|
||||
stbtt_fontinfo f;
|
||||
f.userdata = NULL;
|
||||
if (!stbtt_InitFont(&f, data, offset))
|
||||
return -1;
|
||||
STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
|
||||
@ -2707,6 +2727,7 @@ static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_i
|
||||
unsigned char buffer[STBTT_MAX_OVERSAMPLE];
|
||||
int safe_w = w - kernel_width;
|
||||
int j;
|
||||
STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
|
||||
for (j=0; j < h; ++j) {
|
||||
int i;
|
||||
unsigned int total;
|
||||
@ -2768,6 +2789,7 @@ static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_i
|
||||
unsigned char buffer[STBTT_MAX_OVERSAMPLE];
|
||||
int safe_h = h - kernel_width;
|
||||
int j;
|
||||
STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
|
||||
for (j=0; j < w; ++j) {
|
||||
int i;
|
||||
unsigned int total;
|
||||
@ -2976,6 +2998,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontd
|
||||
if (rects == NULL)
|
||||
return 0;
|
||||
|
||||
info.userdata = spc->user_allocator_context;
|
||||
stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
|
||||
|
||||
n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
|
||||
@ -3193,6 +3216,10 @@ STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *font_collection, const
|
||||
|
||||
// FULL VERSION HISTORY
|
||||
//
|
||||
// 1.10 (2016-04-02) allow user-defined fabs() replacement
|
||||
// fix memory leak if fontsize=0.0
|
||||
// fix warning from duplicate typedef
|
||||
// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges
|
||||
// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
|
||||
// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
|
||||
// allow PackFontRanges to pack and render in separate phases;
|
||||
|