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1275 Commits
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|
bd6c9e99fc | ||
|
0a154b30ad | ||
|
ade4c15eea | ||
|
528104a89b | ||
|
5ee40c8d34 | ||
|
dff15acdb5 | ||
|
3d9d3b49ae | ||
|
73a5e82e04 | ||
|
a735a8c084 | ||
|
ee351d3548 | ||
|
7b913db1ce | ||
|
eb6c16d3dd | ||
|
03ce17f0a5 | ||
|
7c4ffe490d | ||
|
4aea1c5adb | ||
|
66102880a3 | ||
|
333807b483 | ||
|
11103f8253 | ||
|
bb6a60b1ff | ||
|
ccfb20095e | ||
|
4351febe9f | ||
|
20a1edef89 | ||
|
b08ed61907 | ||
|
84890a3074 | ||
|
4c31c98d22 | ||
|
80ed4eba87 | ||
|
780c1ee265 | ||
|
2b0bd40b99 | ||
|
f8bad7e1e3 | ||
|
4a7c21d330 | ||
|
e652527313 | ||
|
51d841dcf3 | ||
|
4c22b3e5d9 | ||
|
0608887fb5 | ||
|
68f428b449 | ||
|
6afe9bbb45 | ||
|
e23bee353c | ||
|
0649f750b4 |
@ -1,7 +1,11 @@
|
||||
# See http://editorconfig.org to read about the EditorConfig format.
|
||||
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
|
||||
# - In practice VS2019 stills gets trailing whitespaces wrong :(
|
||||
# - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
|
||||
# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
|
||||
# - Suggest installing this to trim whitespaces:
|
||||
# GitHub https://github.com/madskristensen/TrailingWhitespace
|
||||
# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
|
||||
# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
|
||||
# (in spite of its name doesn't only visualize but also trims)
|
||||
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
|
||||
|
||||
# top-most EditorConfig file
|
||||
|
1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@ -0,0 +1 @@
|
||||
blank_issues_enabled: false
|
90
.github/ISSUE_TEMPLATE/issue_template.yml
vendored
Normal file
90
.github/ISSUE_TEMPLATE/issue_template.yml
vendored
Normal file
@ -0,0 +1,90 @@
|
||||
name: "Ask a question, report a bug, request a feature, etc."
|
||||
description: "Ask any question, discuss best practices, report a bug, request a feature."
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
|
||||
For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
|
||||
|
||||
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
**Prerequisites:**
|
||||
- I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
|
||||
- I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice).
|
||||
- I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue).
|
||||
- I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics.
|
||||
|
||||
----
|
||||
- type: input
|
||||
id: specs_version
|
||||
attributes:
|
||||
label: "Version/Branch of Dear ImGui:"
|
||||
description: "(please specify if you have made substantial modifications to your copy)"
|
||||
value: "Version 1.XX, Branch: XXX (master/docking/etc.)"
|
||||
placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)"
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: specs_backend
|
||||
attributes:
|
||||
label: "Back-ends:"
|
||||
description: (or specify when using custom engine/back-ends)
|
||||
value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp"
|
||||
placeholder: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp or n/a"
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: specs_compiler_os
|
||||
attributes:
|
||||
label: "Compiler, OS:"
|
||||
placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc."
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: specs_full
|
||||
attributes:
|
||||
label: "Full config/build information:"
|
||||
placeholder: |
|
||||
(If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here)
|
||||
validations:
|
||||
required: false
|
||||
- type: textarea
|
||||
id: issue_description
|
||||
attributes:
|
||||
label: "Details:"
|
||||
description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack."
|
||||
value: |
|
||||
**My Issue/Question:**
|
||||
|
||||
XXX _(please provide as much context as possible)_
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: screenshots
|
||||
attributes:
|
||||
label: "Screenshots/Video:"
|
||||
description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description."
|
||||
placeholder: "(You can drag files here)"
|
||||
validations:
|
||||
required: false
|
||||
- type: textarea
|
||||
id: repro_code
|
||||
attributes:
|
||||
label: "Minimal, Complete and Verifiable Example code:"
|
||||
description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time."
|
||||
value: |
|
||||
```cpp
|
||||
// Here's some code anyone can copy and paste to reproduce your issue
|
||||
ImGui::Begin("Example Bug");
|
||||
MoreCodeToExplainMyIssue();
|
||||
ImGui::End();
|
||||
```
|
||||
validations:
|
||||
required: false
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code!
|
46
.github/issue_template.md
vendored
46
.github/issue_template.md
vendored
@ -1,46 +0,0 @@
|
||||
(Click "Preview" above ^ to turn URL into clickable links)
|
||||
|
||||
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
|
||||
|
||||
2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
|
||||
|
||||
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
|
||||
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
|
||||
|
||||
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
|
||||
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
|
||||
Thank you!
|
||||
|
||||
----
|
||||
|
||||
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
|
||||
|
||||
**Version/Branch of Dear ImGui:**
|
||||
|
||||
Version: XXX
|
||||
Branch: XXX _(master/viewport/docking/etc.)_
|
||||
|
||||
**Back-end/Renderer/Compiler/OS**
|
||||
|
||||
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
|
||||
Compiler: XXX _(if the question is related to building or platform specific features)_
|
||||
Operating System: XXX
|
||||
|
||||
**My Issue/Question:**
|
||||
|
||||
XXX _(please provide as much context as possible)_
|
||||
|
||||
**Screenshots/Video**
|
||||
|
||||
XXX _(you can drag files here)_
|
||||
|
||||
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
|
||||
```
|
||||
// Here's some code anyone can copy and paste to reproduce your issue
|
||||
ImGui::Begin("Example Bug");
|
||||
MoreCodeToExplainMyIssue();
|
||||
ImGui::End();
|
||||
```
|
6
.github/pull_request_template.md
vendored
6
.github/pull_request_template.md
vendored
@ -1,6 +1,6 @@
|
||||
(Click "Preview" to turn any http URL into a clickable link)
|
||||
|
||||
PLEASE CAREFULLY READ:
|
||||
https://github.com/ocornut/imgui/issues/2261
|
||||
1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
|
||||
|
||||
2. Clear this template before submitting your PR.
|
||||
|
||||
(Clear this template before submitting your PR)
|
||||
|
193
.github/workflows/build.yml
vendored
193
.github/workflows/build.yml
vendored
@ -21,14 +21,14 @@ jobs:
|
||||
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
|
||||
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
shell: powershell
|
||||
run: |
|
||||
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
|
||||
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
|
||||
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.0.10-VC\SDL2-2.0.10\" >>${env:GITHUB_ENV}
|
||||
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip"
|
||||
Expand-Archive -Path SDL2-devel-2.26.3-VC.zip
|
||||
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV}
|
||||
|
||||
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
|
||||
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
|
||||
@ -37,20 +37,30 @@ jobs:
|
||||
- name: Fix Projects
|
||||
shell: powershell
|
||||
run: |
|
||||
# WARNING: This will need updating if toolset/sdk change in project files!
|
||||
# CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version.
|
||||
gci -recurse -filter "*.vcxproj" | ForEach-Object {
|
||||
# Fix SDK and toolset for most samples.
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v\d{3}</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>[\d\.]+</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
}
|
||||
|
||||
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
|
||||
- name: Build example_null (extra warnings, mingw 64-bit)
|
||||
run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
|
||||
|
||||
- name: Build example_null (mingw 64-bit, as DLL)
|
||||
shell: bash
|
||||
run: |
|
||||
echo '#ifdef _EXPORT' > example_single_file.cpp
|
||||
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
|
||||
echo '#else' >> example_single_file.cpp
|
||||
echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp
|
||||
echo '#endif' >> example_single_file.cpp
|
||||
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
|
||||
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
|
||||
g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
|
||||
g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui
|
||||
rm -f example_null.exe libimgui.* example_single_file.*
|
||||
|
||||
- name: Build example_null (extra warnings, msvc 64-bit)
|
||||
shell: cmd
|
||||
run: |
|
||||
@ -113,23 +123,23 @@ jobs:
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win32 example_sdl_vulkan
|
||||
- name: Build Win32 example_sdl2_vulkan
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win32 example_sdl_opengl2
|
||||
- name: Build Win32 example_sdl2_opengl2
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win32 example_sdl_opengl3
|
||||
- name: Build Win32 example_sdl2_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
|
||||
- name: Build Win32 example_sdl_directx11
|
||||
- name: Build Win32 example_sdl2_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build Win32 example_win32_directx9
|
||||
@ -158,24 +168,24 @@ jobs:
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
- name: Build x64 example_sdl_vulkan
|
||||
- name: Build x64 example_sdl2_vulkan
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build x64 example_sdl_opengl2
|
||||
- name: Build x64 example_sdl2_opengl2
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build x64 example_sdl_opengl3
|
||||
- name: Build x64 example_sdl2_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build x64 example_sdl_directx11
|
||||
- name: Build x64 example_sdl2_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
- name: Build x64 example_win32_directx9
|
||||
shell: cmd
|
||||
@ -197,9 +207,9 @@ jobs:
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
Linux:
|
||||
runs-on: ubuntu-20.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@ -226,6 +236,18 @@ jobs:
|
||||
make -C examples/example_null clean
|
||||
CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
|
||||
|
||||
- name: Build example_null (extra warnings, empty IM_ASSERT)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
#define IM_ASSERT(x)
|
||||
#define IMGUI_IMPLEMENTATION
|
||||
#include "misc/single_file/imgui_single_file.h"
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (freetype)
|
||||
run: |
|
||||
make -C examples/example_null clean
|
||||
@ -240,7 +262,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with ImWchar32)
|
||||
run: |
|
||||
@ -252,7 +274,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
|
||||
run: |
|
||||
@ -265,7 +287,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
|
||||
run: |
|
||||
@ -277,20 +299,32 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
|
||||
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
#define IMGUI_DISABLE_METRICS_WINDOW
|
||||
#define IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
#define IMGUI_IMPLEMENTATION
|
||||
#include "misc/single_file/imgui_single_file.h"
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
#define IMGUI_DISABLE_DEBUG_TOOLS
|
||||
#define IMGUI_IMPLEMENTATION
|
||||
#include "misc/single_file/imgui_single_file.h"
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
|
||||
run: |
|
||||
@ -302,7 +336,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
|
||||
run: |
|
||||
@ -314,7 +348,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
|
||||
run: |
|
||||
@ -334,7 +368,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (without c++ runtime, Clang)
|
||||
run: |
|
||||
@ -346,7 +380,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
||||
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_glfw_opengl2
|
||||
run: make -C examples/example_glfw_opengl2
|
||||
@ -355,20 +389,20 @@ jobs:
|
||||
run: make -C examples/example_glfw_opengl3
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_sdl_opengl2
|
||||
run: make -C examples/example_sdl_opengl2
|
||||
- name: Build example_sdl2_opengl2
|
||||
run: make -C examples/example_sdl2_opengl2
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_sdl_opengl3
|
||||
run: make -C examples/example_sdl_opengl3
|
||||
- name: Build example_sdl2_opengl3
|
||||
run: make -C examples/example_sdl2_opengl3
|
||||
|
||||
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
||||
run: g++ -c -I. -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
|
||||
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
|
||||
|
||||
MacOS:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@ -386,7 +420,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (without c++ runtime)
|
||||
run: |
|
||||
@ -397,7 +431,7 @@ jobs:
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
||||
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_glfw_opengl2
|
||||
run: make -C examples/example_glfw_opengl2
|
||||
@ -409,15 +443,15 @@ jobs:
|
||||
- name: Build example_glfw_metal
|
||||
run: make -C examples/example_glfw_metal
|
||||
|
||||
- name: Build example_sdl_metal
|
||||
run: make -C examples/example_sdl_metal
|
||||
- name: Build example_sdl2_metal
|
||||
run: make -C examples/example_sdl2_metal
|
||||
|
||||
- name: Build example_sdl_opengl2
|
||||
run: make -C examples/example_sdl_opengl2
|
||||
- name: Build example_sdl2_opengl2
|
||||
run: make -C examples/example_sdl2_opengl2
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_sdl_opengl3
|
||||
run: make -C examples/example_sdl_opengl3
|
||||
- name: Build example_sdl2_opengl3
|
||||
run: make -C examples/example_sdl2_opengl3
|
||||
|
||||
- name: Build example_apple_metal
|
||||
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
|
||||
@ -428,7 +462,7 @@ jobs:
|
||||
iOS:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Build example_apple_metal
|
||||
run: |
|
||||
@ -436,9 +470,9 @@ jobs:
|
||||
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
|
||||
|
||||
Emscripten:
|
||||
runs-on: ubuntu-18.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@ -448,57 +482,26 @@ jobs:
|
||||
emsdk-master/emsdk install latest
|
||||
emsdk-master/emsdk activate latest
|
||||
|
||||
- name: Build example_emscripten_opengl3
|
||||
- name: Build example_sdl2_opengl3 with Emscripten
|
||||
run: |
|
||||
pushd emsdk-master
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_emscripten_opengl3
|
||||
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
|
||||
|
||||
- name: Build example_emscripten_wgpu
|
||||
run: |
|
||||
pushd emsdk-master
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_emscripten_wgpu
|
||||
make -C examples/example_emscripten_wgpu -f Makefile.emscripten
|
||||
|
||||
Android:
|
||||
runs-on: ubuntu-18.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Build example_android_opengl3
|
||||
run: |
|
||||
cd examples/example_android_opengl3/android
|
||||
gradle assembleDebug
|
||||
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
if: always()
|
||||
needs: [Windows, Linux, MacOS, iOS, Emscripten, Android]
|
||||
steps:
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||
github-token: ${{ github.token }}
|
||||
action-task: discord-jobs
|
||||
discord-filter: "'{{ github.branch }}'.match(/master|docking/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||
discord-username: GitHub Actions
|
||||
discord-job-new-failure-message: ''
|
||||
discord-job-fixed-failure-message: ''
|
||||
discord-job-new-failure-embed: |
|
||||
{
|
||||
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
|
||||
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke [{{ job.name }}]({{ job.url }}) build job.\nFailing steps: {{ failing_steps }}",
|
||||
"url": "{{ job.url }}",
|
||||
"color": "0xFF0000",
|
||||
"timestamp": "{{ run.updated_at }}"
|
||||
}
|
||||
discord-job-fixed-failure-embed: |
|
||||
{
|
||||
"title": "`{{ github.branch }}` branch is no longer failing!",
|
||||
"description": "Build failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
|
||||
"color": "0x00FF00",
|
||||
"url": "{{ github.context.payload.head_commit.url }}",
|
||||
"timestamp": "{{ run.completed_at }}"
|
||||
}
|
||||
gradle assembleDebug --stacktrace
|
||||
|
35
.github/workflows/static-analysis.yml
vendored
35
.github/workflows/static-analysis.yml
vendored
@ -10,9 +10,9 @@ on:
|
||||
|
||||
jobs:
|
||||
PVS-Studio:
|
||||
runs-on: ubuntu-18.04
|
||||
runs-on: ubuntu-22.04
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
@ -44,34 +44,3 @@ jobs:
|
||||
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
|
||||
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
|
||||
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
|
||||
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
needs: [PVS-Studio]
|
||||
if: always()
|
||||
steps:
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||
github-token: ${{ github.token }}
|
||||
action-task: discord-jobs
|
||||
discord-filter: "'{{ github.branch }}'.match(/master|docking/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||
discord-username: GitHub Actions
|
||||
discord-job-new-failure-message: ''
|
||||
discord-job-fixed-failure-message: ''
|
||||
discord-job-new-failure-embed: |
|
||||
{
|
||||
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
|
||||
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke static analysis [{{ job.name }}]({{ job.url }}) job.\nFailing steps: {{ failing_steps }}",
|
||||
"url": "{{ job.url }}",
|
||||
"color": "0xFF0000",
|
||||
"timestamp": "{{ run.updated_at }}"
|
||||
}
|
||||
discord-job-fixed-failure-embed: |
|
||||
{
|
||||
"title": "`{{ github.branch }}` branch is no longer failing!",
|
||||
"description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
|
||||
"color": "0x00FF00",
|
||||
"url": "{{ github.context.payload.head_commit.url }}",
|
||||
"timestamp": "{{ run.completed_at }}"
|
||||
}
|
||||
|
16
.gitignore
vendored
16
.gitignore
vendored
@ -8,7 +8,6 @@ imgui.ini
|
||||
*.o
|
||||
*.obj
|
||||
*.exe
|
||||
examples/build/*
|
||||
examples/*/Debug/*
|
||||
examples/*/Release/*
|
||||
examples/*/x64/*
|
||||
@ -26,8 +25,11 @@ ipch
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
|
||||
JSON/
|
||||
|
||||
## Commonly used CMake directories
|
||||
/build*/
|
||||
build*/
|
||||
|
||||
## Xcode artifacts
|
||||
project.xcworkspace
|
||||
@ -37,7 +39,8 @@ xcuserdata
|
||||
examples/*.o.tmp
|
||||
examples/*.out.js
|
||||
examples/*.out.wasm
|
||||
examples/example_emscripten_opengl3/web/*
|
||||
examples/example_glfw_opengl3/web/*
|
||||
examples/example_sdl2_opengl3/web/*
|
||||
examples/example_emscripten_wgpu/web/*
|
||||
|
||||
## JetBrains IDE artifacts
|
||||
@ -45,9 +48,12 @@ examples/example_emscripten_wgpu/web/*
|
||||
cmake-build-*
|
||||
|
||||
## Unix executables from our example Makefiles
|
||||
examples/example_glfw_metal/example_glfw_metal
|
||||
examples/example_glfw_opengl2/example_glfw_opengl2
|
||||
examples/example_glfw_opengl3/example_glfw_opengl3
|
||||
examples/example_glut_opengl2/example_glut_opengl2
|
||||
examples/example_null/example_null
|
||||
examples/example_sdl_opengl2/example_sdl_opengl2
|
||||
examples/example_sdl_opengl3/example_sdl_opengl3
|
||||
examples/example_sdl2_metal/example_sdl2_metal
|
||||
examples/example_sdl2_opengl2/example_sdl2_opengl2
|
||||
examples/example_sdl2_opengl3/example_sdl2_opengl3
|
||||
examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
|
||||
|
@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2021 Omar Cornut
|
||||
Copyright (c) 2014-2024 Omar Cornut
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
@ -3,19 +3,31 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@ -29,6 +41,7 @@
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
|
||||
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
|
||||
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
|
||||
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
|
||||
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
||||
@ -37,10 +50,11 @@
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_allegro5.h"
|
||||
#include <stdint.h> // uint64_t
|
||||
#include <cstring> // memcpy
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_allegro5.h"
|
||||
|
||||
// Allegro
|
||||
#include <allegro5/allegro.h>
|
||||
@ -48,13 +62,27 @@
|
||||
#ifdef _WIN32
|
||||
#include <allegro5/allegro_windows.h>
|
||||
#endif
|
||||
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
|
||||
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
|
||||
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4127) // condition expression is constant
|
||||
#endif
|
||||
|
||||
struct ImDrawVertAllegro
|
||||
{
|
||||
ImVec2 pos;
|
||||
ImVec2 uv;
|
||||
ALLEGRO_COLOR col;
|
||||
};
|
||||
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
|
||||
// FIXME-OPT: Consider inlining al_map_rgba()?
|
||||
// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
|
||||
// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
|
||||
#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
|
||||
|
||||
// Allegro Data
|
||||
struct ImGui_ImplAllegro5_Data
|
||||
{
|
||||
@ -65,20 +93,16 @@ struct ImGui_ImplAllegro5_Data
|
||||
ALLEGRO_VERTEX_DECL* VertexDecl;
|
||||
char* ClipboardTextData;
|
||||
|
||||
ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImVector<ImDrawVertAllegro> BufVertices;
|
||||
ImVector<int> BufIndices;
|
||||
|
||||
ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
|
||||
|
||||
struct ImDrawVertAllegro
|
||||
{
|
||||
ImVec2 pos;
|
||||
ImVec2 uv;
|
||||
ALLEGRO_COLOR col;
|
||||
};
|
||||
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
|
||||
|
||||
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
@ -124,38 +148,42 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
|
||||
static ImVector<ImDrawVertAllegro> vertices;
|
||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
|
||||
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
|
||||
vertices.resize(cmd_list->VtxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
|
||||
{
|
||||
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
|
||||
const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
|
||||
ImDrawVertAllegro* dst_v = &vertices[i];
|
||||
dst_v->pos = src_v->pos;
|
||||
dst_v->uv = src_v->uv;
|
||||
unsigned char* c = (unsigned char*)&src_v->col;
|
||||
dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
|
||||
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
|
||||
}
|
||||
|
||||
const int* indices = NULL;
|
||||
const int* indices = nullptr;
|
||||
if (sizeof(ImDrawIdx) == 2)
|
||||
{
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
|
||||
// FIXME-OPT: Allegro doesn't support 16-bit indices.
|
||||
// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
|
||||
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
|
||||
static ImVector<int> indices_converted;
|
||||
indices_converted.resize(cmd_list->IdxBuffer.Size);
|
||||
bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
|
||||
indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
|
||||
indices = indices_converted.Data;
|
||||
bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
|
||||
indices = bd->BufIndices.Data;
|
||||
}
|
||||
else if (sizeof(ImDrawIdx) == 4)
|
||||
{
|
||||
indices = (const int*)cmd_list->IdxBuffer.Data;
|
||||
}
|
||||
#else
|
||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
|
||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||
{
|
||||
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
|
||||
ImDrawVertAllegro* dst_v = &vertices[i];
|
||||
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Render command lists
|
||||
int idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
@ -171,12 +199,21 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle, Draw
|
||||
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
|
||||
al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
|
||||
al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
|
||||
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
|
||||
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
|
||||
al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
|
||||
#else
|
||||
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
|
||||
#endif
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
@ -197,6 +234,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Create texture
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
int flags = al_get_new_bitmap_flags();
|
||||
int fmt = al_get_new_bitmap_format();
|
||||
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
|
||||
@ -223,7 +261,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
return false;
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((void*)cloned_img);
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
|
||||
bd->Texture = cloned_img;
|
||||
|
||||
// Create an invisible mouse cursor
|
||||
@ -241,14 +279,14 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
if (bd->Texture)
|
||||
{
|
||||
io.Fonts->SetTexID(NULL);
|
||||
io.Fonts->SetTexID(0);
|
||||
al_destroy_bitmap(bd->Texture);
|
||||
bd->Texture = NULL;
|
||||
bd->Texture = nullptr;
|
||||
}
|
||||
if (bd->MouseCursorInvisible)
|
||||
{
|
||||
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
|
||||
bd->MouseCursorInvisible = NULL;
|
||||
bd->MouseCursorInvisible = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
@ -269,10 +307,123 @@ static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
|
||||
}
|
||||
#endif
|
||||
|
||||
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
|
||||
case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
|
||||
case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
|
||||
case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
|
||||
case ALLEGRO_KEY_END: return ImGuiKey_End;
|
||||
case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
|
||||
case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
|
||||
case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
|
||||
case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
|
||||
case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
|
||||
case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
|
||||
case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
|
||||
case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
|
||||
case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
|
||||
case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
|
||||
case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
|
||||
case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
|
||||
case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
|
||||
case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
|
||||
case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
|
||||
case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
|
||||
case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
|
||||
case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
|
||||
case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
|
||||
case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
|
||||
case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
|
||||
case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
|
||||
case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
|
||||
case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
|
||||
case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
|
||||
case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
|
||||
case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
|
||||
case ALLEGRO_KEY_0: return ImGuiKey_0;
|
||||
case ALLEGRO_KEY_1: return ImGuiKey_1;
|
||||
case ALLEGRO_KEY_2: return ImGuiKey_2;
|
||||
case ALLEGRO_KEY_3: return ImGuiKey_3;
|
||||
case ALLEGRO_KEY_4: return ImGuiKey_4;
|
||||
case ALLEGRO_KEY_5: return ImGuiKey_5;
|
||||
case ALLEGRO_KEY_6: return ImGuiKey_6;
|
||||
case ALLEGRO_KEY_7: return ImGuiKey_7;
|
||||
case ALLEGRO_KEY_8: return ImGuiKey_8;
|
||||
case ALLEGRO_KEY_9: return ImGuiKey_9;
|
||||
case ALLEGRO_KEY_A: return ImGuiKey_A;
|
||||
case ALLEGRO_KEY_B: return ImGuiKey_B;
|
||||
case ALLEGRO_KEY_C: return ImGuiKey_C;
|
||||
case ALLEGRO_KEY_D: return ImGuiKey_D;
|
||||
case ALLEGRO_KEY_E: return ImGuiKey_E;
|
||||
case ALLEGRO_KEY_F: return ImGuiKey_F;
|
||||
case ALLEGRO_KEY_G: return ImGuiKey_G;
|
||||
case ALLEGRO_KEY_H: return ImGuiKey_H;
|
||||
case ALLEGRO_KEY_I: return ImGuiKey_I;
|
||||
case ALLEGRO_KEY_J: return ImGuiKey_J;
|
||||
case ALLEGRO_KEY_K: return ImGuiKey_K;
|
||||
case ALLEGRO_KEY_L: return ImGuiKey_L;
|
||||
case ALLEGRO_KEY_M: return ImGuiKey_M;
|
||||
case ALLEGRO_KEY_N: return ImGuiKey_N;
|
||||
case ALLEGRO_KEY_O: return ImGuiKey_O;
|
||||
case ALLEGRO_KEY_P: return ImGuiKey_P;
|
||||
case ALLEGRO_KEY_Q: return ImGuiKey_Q;
|
||||
case ALLEGRO_KEY_R: return ImGuiKey_R;
|
||||
case ALLEGRO_KEY_S: return ImGuiKey_S;
|
||||
case ALLEGRO_KEY_T: return ImGuiKey_T;
|
||||
case ALLEGRO_KEY_U: return ImGuiKey_U;
|
||||
case ALLEGRO_KEY_V: return ImGuiKey_V;
|
||||
case ALLEGRO_KEY_W: return ImGuiKey_W;
|
||||
case ALLEGRO_KEY_X: return ImGuiKey_X;
|
||||
case ALLEGRO_KEY_Y: return ImGuiKey_Y;
|
||||
case ALLEGRO_KEY_Z: return ImGuiKey_Z;
|
||||
case ALLEGRO_KEY_F1: return ImGuiKey_F1;
|
||||
case ALLEGRO_KEY_F2: return ImGuiKey_F2;
|
||||
case ALLEGRO_KEY_F3: return ImGuiKey_F3;
|
||||
case ALLEGRO_KEY_F4: return ImGuiKey_F4;
|
||||
case ALLEGRO_KEY_F5: return ImGuiKey_F5;
|
||||
case ALLEGRO_KEY_F6: return ImGuiKey_F6;
|
||||
case ALLEGRO_KEY_F7: return ImGuiKey_F7;
|
||||
case ALLEGRO_KEY_F8: return ImGuiKey_F8;
|
||||
case ALLEGRO_KEY_F9: return ImGuiKey_F9;
|
||||
case ALLEGRO_KEY_F10: return ImGuiKey_F10;
|
||||
case ALLEGRO_KEY_F11: return ImGuiKey_F11;
|
||||
case ALLEGRO_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
|
||||
@ -287,41 +438,17 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
|
||||
{ 0, 0, 0 }
|
||||
};
|
||||
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
|
||||
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
|
||||
io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
io.ClipboardUserData = nullptr;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
@ -329,8 +456,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
|
||||
void ImGui_ImplAllegro5_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
if (bd->VertexDecl)
|
||||
@ -338,14 +466,27 @@ void ImGui_ImplAllegro5_Shutdown()
|
||||
if (bd->ClipboardTextData)
|
||||
al_free(bd->ClipboardTextData);
|
||||
|
||||
io.BackendPlatformUserData = NULL;
|
||||
io.BackendPlatformName = io.BackendRendererName = NULL;
|
||||
io.BackendPlatformName = io.BackendRendererName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// ev->keyboard.modifiers seems always zero so using that...
|
||||
static void ImGui_ImplAllegro5_UpdateKeyModifiers()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ALLEGRO_KEYBOARD_STATE keys;
|
||||
al_get_keyboard_state(&keys);
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
|
||||
io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
{
|
||||
@ -357,29 +498,28 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
if (ev->mouse.display == bd->Display)
|
||||
{
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH -= ev->mouse.dw;
|
||||
io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
|
||||
io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
|
||||
io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
|
||||
}
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
|
||||
if (ev->mouse.display == bd->Display && ev->mouse.button <= 5)
|
||||
io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
|
||||
if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
|
||||
io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_MOVE:
|
||||
if (ev->touch.display == bd->Display)
|
||||
io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
|
||||
io.AddMousePosEvent(ev->touch.x, ev->touch.y);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_BEGIN:
|
||||
case ALLEGRO_EVENT_TOUCH_END:
|
||||
case ALLEGRO_EVENT_TOUCH_CANCEL:
|
||||
if (ev->touch.display == bd->Display && ev->touch.primary)
|
||||
io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
|
||||
io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
|
||||
if (ev->mouse.display == bd->Display)
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == bd->Display)
|
||||
@ -389,7 +529,12 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
case ALLEGRO_EVENT_KEY_DOWN:
|
||||
case ALLEGRO_EVENT_KEY_UP:
|
||||
if (ev->keyboard.display == bd->Display)
|
||||
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
|
||||
{
|
||||
ImGui_ImplAllegro5_UpdateKeyModifiers();
|
||||
ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
|
||||
io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
return true;
|
||||
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
|
||||
if (ev->display.source == bd->Display)
|
||||
@ -441,7 +586,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
|
||||
void ImGui_ImplAllegro5_NewFrame()
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
|
||||
|
||||
if (!bd->Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
@ -459,13 +604,10 @@ void ImGui_ImplAllegro5_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
ALLEGRO_KEYBOARD_STATE keys;
|
||||
al_get_keyboard_state(&keys);
|
||||
io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
|
||||
io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
|
||||
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
|
||||
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
|
||||
|
||||
// Setup mouse cursor shape
|
||||
ImGui_ImplAllegro5_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,19 +3,24 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ALLEGRO_DISPLAY;
|
||||
union ALLEGRO_EVENT;
|
||||
@ -29,3 +34,5 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -2,29 +2,37 @@
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-03-04: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_android.h"
|
||||
#include <time.h>
|
||||
#include <map>
|
||||
#include <queue>
|
||||
#include <android/native_window.h>
|
||||
#include <android/input.h>
|
||||
#include <android/keycodes.h>
|
||||
@ -34,9 +42,121 @@
|
||||
static double g_Time = 0.0;
|
||||
static ANativeWindow* g_Window;
|
||||
static char g_LogTag[] = "ImGuiExample";
|
||||
static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
|
||||
|
||||
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
case AKEYCODE_TAB: return ImGuiKey_Tab;
|
||||
case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
|
||||
case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
|
||||
case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
|
||||
case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
|
||||
case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
|
||||
case AKEYCODE_MOVE_END: return ImGuiKey_End;
|
||||
case AKEYCODE_INSERT: return ImGuiKey_Insert;
|
||||
case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
|
||||
case AKEYCODE_DEL: return ImGuiKey_Backspace;
|
||||
case AKEYCODE_SPACE: return ImGuiKey_Space;
|
||||
case AKEYCODE_ENTER: return ImGuiKey_Enter;
|
||||
case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
|
||||
case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case AKEYCODE_COMMA: return ImGuiKey_Comma;
|
||||
case AKEYCODE_MINUS: return ImGuiKey_Minus;
|
||||
case AKEYCODE_PERIOD: return ImGuiKey_Period;
|
||||
case AKEYCODE_SLASH: return ImGuiKey_Slash;
|
||||
case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case AKEYCODE_EQUALS: return ImGuiKey_Equal;
|
||||
case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
|
||||
case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
|
||||
case AKEYCODE_BREAK: return ImGuiKey_Pause;
|
||||
case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
|
||||
case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
|
||||
case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
|
||||
case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
|
||||
case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
|
||||
case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
|
||||
case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
|
||||
case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
|
||||
case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
|
||||
case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
|
||||
case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
|
||||
case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
|
||||
case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
|
||||
case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
|
||||
case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
|
||||
case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
|
||||
case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
|
||||
case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
|
||||
case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
|
||||
case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
|
||||
case AKEYCODE_MENU: return ImGuiKey_Menu;
|
||||
case AKEYCODE_0: return ImGuiKey_0;
|
||||
case AKEYCODE_1: return ImGuiKey_1;
|
||||
case AKEYCODE_2: return ImGuiKey_2;
|
||||
case AKEYCODE_3: return ImGuiKey_3;
|
||||
case AKEYCODE_4: return ImGuiKey_4;
|
||||
case AKEYCODE_5: return ImGuiKey_5;
|
||||
case AKEYCODE_6: return ImGuiKey_6;
|
||||
case AKEYCODE_7: return ImGuiKey_7;
|
||||
case AKEYCODE_8: return ImGuiKey_8;
|
||||
case AKEYCODE_9: return ImGuiKey_9;
|
||||
case AKEYCODE_A: return ImGuiKey_A;
|
||||
case AKEYCODE_B: return ImGuiKey_B;
|
||||
case AKEYCODE_C: return ImGuiKey_C;
|
||||
case AKEYCODE_D: return ImGuiKey_D;
|
||||
case AKEYCODE_E: return ImGuiKey_E;
|
||||
case AKEYCODE_F: return ImGuiKey_F;
|
||||
case AKEYCODE_G: return ImGuiKey_G;
|
||||
case AKEYCODE_H: return ImGuiKey_H;
|
||||
case AKEYCODE_I: return ImGuiKey_I;
|
||||
case AKEYCODE_J: return ImGuiKey_J;
|
||||
case AKEYCODE_K: return ImGuiKey_K;
|
||||
case AKEYCODE_L: return ImGuiKey_L;
|
||||
case AKEYCODE_M: return ImGuiKey_M;
|
||||
case AKEYCODE_N: return ImGuiKey_N;
|
||||
case AKEYCODE_O: return ImGuiKey_O;
|
||||
case AKEYCODE_P: return ImGuiKey_P;
|
||||
case AKEYCODE_Q: return ImGuiKey_Q;
|
||||
case AKEYCODE_R: return ImGuiKey_R;
|
||||
case AKEYCODE_S: return ImGuiKey_S;
|
||||
case AKEYCODE_T: return ImGuiKey_T;
|
||||
case AKEYCODE_U: return ImGuiKey_U;
|
||||
case AKEYCODE_V: return ImGuiKey_V;
|
||||
case AKEYCODE_W: return ImGuiKey_W;
|
||||
case AKEYCODE_X: return ImGuiKey_X;
|
||||
case AKEYCODE_Y: return ImGuiKey_Y;
|
||||
case AKEYCODE_Z: return ImGuiKey_Z;
|
||||
case AKEYCODE_F1: return ImGuiKey_F1;
|
||||
case AKEYCODE_F2: return ImGuiKey_F2;
|
||||
case AKEYCODE_F3: return ImGuiKey_F3;
|
||||
case AKEYCODE_F4: return ImGuiKey_F4;
|
||||
case AKEYCODE_F5: return ImGuiKey_F5;
|
||||
case AKEYCODE_F6: return ImGuiKey_F6;
|
||||
case AKEYCODE_F7: return ImGuiKey_F7;
|
||||
case AKEYCODE_F8: return ImGuiKey_F8;
|
||||
case AKEYCODE_F9: return ImGuiKey_F9;
|
||||
case AKEYCODE_F10: return ImGuiKey_F10;
|
||||
case AKEYCODE_F11: return ImGuiKey_F11;
|
||||
case AKEYCODE_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int32_t event_type = AInputEvent_getType(input_event);
|
||||
@ -45,12 +165,14 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
case AINPUT_EVENT_TYPE_KEY:
|
||||
{
|
||||
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
|
||||
int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
|
||||
int32_t event_action = AKeyEvent_getAction(input_event);
|
||||
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
|
||||
|
||||
io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
|
||||
io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
|
||||
io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0);
|
||||
|
||||
switch (event_action)
|
||||
{
|
||||
@ -59,8 +181,16 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
|
||||
case AKEY_EVENT_ACTION_DOWN:
|
||||
case AKEY_EVENT_ACTION_UP:
|
||||
g_KeyEventQueues[event_key_code].push(event_action);
|
||||
{
|
||||
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
|
||||
if (key != ImGuiKey_None)
|
||||
{
|
||||
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
|
||||
io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -71,36 +201,53 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
int32_t event_action = AMotionEvent_getAction(input_event);
|
||||
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
||||
event_action &= AMOTION_EVENT_ACTION_MASK;
|
||||
|
||||
switch (AMotionEvent_getToolType(input_event, event_pointer_index))
|
||||
{
|
||||
case AMOTION_EVENT_TOOL_TYPE_MOUSE:
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
|
||||
break;
|
||||
case AMOTION_EVENT_TOOL_TYPE_STYLUS:
|
||||
case AMOTION_EVENT_TOOL_TYPE_ERASER:
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
|
||||
break;
|
||||
case AMOTION_EVENT_TOOL_TYPE_FINGER:
|
||||
default:
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (event_action)
|
||||
{
|
||||
case AMOTION_EVENT_ACTION_DOWN:
|
||||
case AMOTION_EVENT_ACTION_UP:
|
||||
{
|
||||
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
|
||||
// but we have to process them separately to identify the actual button pressed. This is done below via
|
||||
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
|
||||
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|
||||
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
|
||||
int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
|
||||
if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)
|
||||
{
|
||||
io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
|
||||
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
|
||||
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
|
||||
{
|
||||
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||
io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
|
||||
io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
|
||||
io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
|
||||
}
|
||||
{
|
||||
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
|
||||
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
|
||||
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
|
||||
break;
|
||||
}
|
||||
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
|
||||
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
|
||||
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_SCROLL:
|
||||
io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
|
||||
io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
|
||||
io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -123,51 +270,19 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = "imgui_impl_android";
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
|
||||
io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
|
||||
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplAndroid_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplAndroid_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Process queued key events
|
||||
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
|
||||
for (auto& key_queue : g_KeyEventQueues)
|
||||
{
|
||||
if (key_queue.second.empty())
|
||||
continue;
|
||||
io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
|
||||
key_queue.second.pop();
|
||||
}
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int32_t window_width = ANativeWindow_getWidth(g_Window);
|
||||
int32_t window_height = ANativeWindow_getHeight(g_Window);
|
||||
@ -185,3 +300,7 @@ void ImGui_ImplAndroid_NewFrame()
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -2,26 +2,35 @@
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ANativeWindow;
|
||||
struct AInputEvent;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -2,16 +2,20 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
|
||||
@ -29,6 +33,7 @@
|
||||
// 2016-05-07: DirectX10: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx10.h"
|
||||
|
||||
// DirectX
|
||||
@ -59,10 +64,10 @@ struct ImGui_ImplDX10_Data
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
struct VERTEX_CONSTANT_BUFFER_DX10
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
@ -71,7 +76,7 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
@ -100,7 +105,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(NULL);
|
||||
ctx->GSSetShader(nullptr);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
@ -122,7 +127,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
@ -131,13 +136,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
@ -145,13 +150,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
ImDrawVert* vtx_dst = nullptr;
|
||||
ImDrawIdx* idx_dst = nullptr;
|
||||
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
@ -171,7 +176,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
void* mapped_resource;
|
||||
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
@ -253,8 +258,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
|
||||
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
@ -308,13 +319,13 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D* pTexture = NULL;
|
||||
ID3D10Texture2D* pTexture = nullptr;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != NULL);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
@ -331,6 +342,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D10_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
@ -391,7 +403,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
}";
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
@ -402,9 +414,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
@ -416,12 +428,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D10_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -444,7 +456,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
}";
|
||||
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
@ -506,23 +518,23 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
|
||||
@ -531,9 +543,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
@ -550,22 +562,28 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -2,16 +2,20 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
@ -23,3 +27,5 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,15 +3,19 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||
@ -30,6 +34,7 @@
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
@ -60,10 +65,10 @@ struct ImGui_ImplDX11_Data
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
struct VERTEX_CONSTANT_BUFFER_DX11
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
@ -72,7 +77,7 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
@ -97,14 +102,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(bd->pVertexShader, NULL, 0);
|
||||
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader, NULL, 0);
|
||||
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(NULL, NULL, 0);
|
||||
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->GSSetShader(nullptr, nullptr, 0);
|
||||
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
@ -126,7 +131,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
@ -135,12 +140,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
@ -148,7 +153,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@ -177,7 +182,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
@ -252,7 +257,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
@ -263,8 +268,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
@ -320,13 +331,13 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D* pTexture = NULL;
|
||||
ID3D11Texture2D* pTexture = nullptr;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != NULL);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
@ -343,6 +354,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
@ -403,9 +415,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
}";
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
@ -414,9 +426,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
@ -428,12 +440,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -456,9 +468,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
}";
|
||||
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
@ -518,23 +530,23 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||
@ -543,9 +555,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
@ -565,23 +577,29 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,15 +3,19 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
@ -24,3 +28,5 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
@ -15,11 +15,15 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
|
||||
@ -38,6 +42,7 @@
|
||||
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx12.h"
|
||||
|
||||
// DirectX
|
||||
@ -49,6 +54,33 @@
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX12_RenderBuffers;
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
DXGI_FORMAT RTVFormat;
|
||||
ID3D12Resource* pFontTextureResource;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
|
||||
ID3D12DescriptorHeap* pd3dSrvDescHeap;
|
||||
UINT numFramesInFlight;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT frameIndex;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Buffers used during the rendering of a frame
|
||||
struct ImGui_ImplDX12_RenderBuffers
|
||||
{
|
||||
ID3D12Resource* IndexBuffer;
|
||||
@ -57,35 +89,11 @@ struct ImGui_ImplDX12_RenderBuffers
|
||||
int VertexBufferSize;
|
||||
};
|
||||
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
DXGI_FORMAT RTVFormat;
|
||||
ID3D12Resource* pFontTextureResource;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT numFramesInFlight;
|
||||
UINT frameIndex;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
struct VERTEX_CONSTANT_BUFFER_DX12
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
{
|
||||
@ -93,7 +101,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
|
||||
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
|
||||
{
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
@ -149,7 +157,7 @@ static inline void SafeRelease(T*& res)
|
||||
{
|
||||
if (res)
|
||||
res->Release();
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
// Render function
|
||||
@ -166,7 +174,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
@ -186,10 +194,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
@ -209,7 +217,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@ -248,7 +256,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
@ -259,16 +267,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
if (r.right > r.left && r.bottom > r.top)
|
||||
{
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
|
||||
texture_handle.ptr = (UINT64)pcmd->GetTexID();
|
||||
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
|
||||
texture_handle.ptr = (UINT64)pcmd->GetTexID();
|
||||
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
@ -307,9 +318,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
ID3D12Resource* pTexture = NULL;
|
||||
ID3D12Resource* pTexture = nullptr;
|
||||
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT uploadSize = height * uploadPitch;
|
||||
@ -329,12 +340,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
ID3D12Resource* uploadBuffer = NULL;
|
||||
ID3D12Resource* uploadBuffer = nullptr;
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
void* mapped = NULL;
|
||||
void* mapped = nullptr;
|
||||
D3D12_RANGE range = { 0, uploadSize };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
@ -364,31 +375,31 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
ID3D12Fence* fence = NULL;
|
||||
ID3D12Fence* fence = nullptr;
|
||||
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
HANDLE event = CreateEvent(0, 0, 0, 0);
|
||||
IM_ASSERT(event != NULL);
|
||||
IM_ASSERT(event != nullptr);
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.NodeMask = 1;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = NULL;
|
||||
ID3D12CommandQueue* cmdQueue = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandAllocator* cmdAlloc = NULL;
|
||||
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12GraphicsCommandList* cmdList = NULL;
|
||||
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
||||
ID3D12GraphicsCommandList* cmdList = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
|
||||
hr = cmdList->Close();
|
||||
@ -463,6 +474,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
||||
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
||||
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
@ -492,7 +504,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
|
||||
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
|
||||
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
|
||||
if (d3d12_dll == NULL)
|
||||
if (d3d12_dll == nullptr)
|
||||
{
|
||||
// Attempt to load d3d12.dll from local directories. This will only succeed if
|
||||
// (1) the current OS is Windows 7, and
|
||||
@ -500,23 +512,23 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
||||
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
||||
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
||||
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
|
||||
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
||||
break;
|
||||
|
||||
// If failed, we are on Windows >= 10.
|
||||
if (d3d12_dll == NULL)
|
||||
if (d3d12_dll == nullptr)
|
||||
d3d12_dll = ::LoadLibraryA("d3d12.dll");
|
||||
|
||||
if (d3d12_dll == NULL)
|
||||
if (d3d12_dll == nullptr)
|
||||
return false;
|
||||
}
|
||||
|
||||
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
||||
if (D3D12SerializeRootSignatureFn == NULL)
|
||||
if (D3D12SerializeRootSignatureFn == nullptr)
|
||||
return false;
|
||||
|
||||
ID3DBlob* blob = NULL;
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
ID3DBlob* blob = nullptr;
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||
return false;
|
||||
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
||||
@ -525,7 +537,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
|
||||
// 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 DX12 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() [preferred solution]
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred 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.
|
||||
|
||||
@ -573,16 +585,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
return output;\
|
||||
}";
|
||||
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
@ -605,10 +617,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
}
|
||||
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
|
||||
}
|
||||
@ -671,12 +683,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
@ -690,7 +702,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
|
||||
@ -704,15 +716,15 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->pd3dSrvDescHeap = cbv_srv_heap;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = NULL;
|
||||
fr->VertexBuffer = NULL;
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
@ -722,21 +734,28 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
|
||||
void ImGui_ImplDX12_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Clean up windows and device objects
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,26 +3,24 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
// See imgui_impl_dx12.cpp file for details.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include <dxgiformat.h> // DXGI_FORMAT
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
|
||||
#endif
|
||||
|
||||
enum DXGI_FORMAT;
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
@ -43,7 +41,4 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (pop)
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,15 +3,20 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
|
||||
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@ -31,6 +36,7 @@
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
// DirectX
|
||||
@ -46,7 +52,7 @@ struct ImGui_ImplDX9_Data
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
@ -67,7 +73,7 @@ struct CUSTOMVERTEX
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
@ -84,9 +90,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
vp.MaxZ = 1.0f;
|
||||
bd->pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
|
||||
bd->pd3dDevice->SetPixelShader(NULL);
|
||||
bd->pd3dDevice->SetVertexShader(NULL);
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
|
||||
bd->pd3dDevice->SetPixelShader(nullptr);
|
||||
bd->pd3dDevice->SetVertexShader(nullptr);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
||||
@ -151,21 +157,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
|
||||
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
|
||||
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* d3d9_state_block = NULL;
|
||||
IDirect3DStateBlock9* d3d9_state_block = nullptr;
|
||||
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
if (d3d9_state_block->Capture() < 0)
|
||||
@ -237,7 +243,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
@ -248,7 +254,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
else
|
||||
{
|
||||
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
|
||||
bd->pd3dDevice->SetTexture(0, texture);
|
||||
bd->pd3dDevice->SetScissorRect(&r);
|
||||
@ -272,7 +285,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
||||
@ -288,16 +301,36 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
|
||||
{
|
||||
IDirect3D9* pd3d = nullptr;
|
||||
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
|
||||
return false;
|
||||
D3DDEVICE_CREATION_PARAMETERS param = {};
|
||||
D3DDISPLAYMODE mode = {};
|
||||
if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
|
||||
{
|
||||
pd3d->Release();
|
||||
return false;
|
||||
}
|
||||
// Font texture should support linear filter, color blend and write to render-target
|
||||
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
|
||||
pd3d->Release();
|
||||
return support;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
@ -309,21 +342,24 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
|
||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
||||
if (!rgba_support && io.Fonts->TexPixelsUseColors)
|
||||
{
|
||||
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
|
||||
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
|
||||
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
|
||||
pixels = (unsigned char*)dst_start;
|
||||
}
|
||||
#else
|
||||
const bool rgba_support = false;
|
||||
#endif
|
||||
|
||||
// Upload texture to graphics system
|
||||
bd->FontTexture = NULL;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
|
||||
bd->FontTexture = nullptr;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
|
||||
@ -333,7 +369,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
||||
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
if (!rgba_support && io.Fonts->TexPixelsUseColors)
|
||||
ImGui::MemFree(pixels);
|
||||
#endif
|
||||
|
||||
@ -355,16 +391,20 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,15 +3,19 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
||||
@ -23,3 +27,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,21 +1,49 @@
|
||||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+)
|
||||
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
|
||||
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
|
||||
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
|
||||
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
|
||||
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
|
||||
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
|
||||
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
|
||||
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
|
||||
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
|
||||
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
||||
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@ -42,32 +70,51 @@
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
|
||||
#endif
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#ifdef __APPLE__
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#endif
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
GlfwClientApi_Vulkan,
|
||||
};
|
||||
|
||||
struct ImGui_ImplGlfw_Data
|
||||
@ -76,20 +123,28 @@ struct ImGui_ImplGlfw_Data
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
bool MouseJustPressed[ImGuiMouseButton_COUNT];
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
ImVec2 LastValidMousePos;
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const char* CanvasSelector;
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
GLFWkeyfun PrevUserCallbackKey;
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
@ -101,7 +156,7 @@ struct ImGui_ImplGlfw_Data
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
@ -115,79 +170,275 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
||||
case GLFW_KEY_END: return ImGuiKey_End;
|
||||
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
||||
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
||||
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
||||
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
||||
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
||||
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
||||
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
||||
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
||||
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
||||
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
||||
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
||||
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
||||
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
||||
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
||||
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
||||
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
||||
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
||||
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
||||
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
||||
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
||||
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
||||
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
||||
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
||||
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
||||
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
||||
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
||||
case GLFW_KEY_0: return ImGuiKey_0;
|
||||
case GLFW_KEY_1: return ImGuiKey_1;
|
||||
case GLFW_KEY_2: return ImGuiKey_2;
|
||||
case GLFW_KEY_3: return ImGuiKey_3;
|
||||
case GLFW_KEY_4: return ImGuiKey_4;
|
||||
case GLFW_KEY_5: return ImGuiKey_5;
|
||||
case GLFW_KEY_6: return ImGuiKey_6;
|
||||
case GLFW_KEY_7: return ImGuiKey_7;
|
||||
case GLFW_KEY_8: return ImGuiKey_8;
|
||||
case GLFW_KEY_9: return ImGuiKey_9;
|
||||
case GLFW_KEY_A: return ImGuiKey_A;
|
||||
case GLFW_KEY_B: return ImGuiKey_B;
|
||||
case GLFW_KEY_C: return ImGuiKey_C;
|
||||
case GLFW_KEY_D: return ImGuiKey_D;
|
||||
case GLFW_KEY_E: return ImGuiKey_E;
|
||||
case GLFW_KEY_F: return ImGuiKey_F;
|
||||
case GLFW_KEY_G: return ImGuiKey_G;
|
||||
case GLFW_KEY_H: return ImGuiKey_H;
|
||||
case GLFW_KEY_I: return ImGuiKey_I;
|
||||
case GLFW_KEY_J: return ImGuiKey_J;
|
||||
case GLFW_KEY_K: return ImGuiKey_K;
|
||||
case GLFW_KEY_L: return ImGuiKey_L;
|
||||
case GLFW_KEY_M: return ImGuiKey_M;
|
||||
case GLFW_KEY_N: return ImGuiKey_N;
|
||||
case GLFW_KEY_O: return ImGuiKey_O;
|
||||
case GLFW_KEY_P: return ImGuiKey_P;
|
||||
case GLFW_KEY_Q: return ImGuiKey_Q;
|
||||
case GLFW_KEY_R: return ImGuiKey_R;
|
||||
case GLFW_KEY_S: return ImGuiKey_S;
|
||||
case GLFW_KEY_T: return ImGuiKey_T;
|
||||
case GLFW_KEY_U: return ImGuiKey_U;
|
||||
case GLFW_KEY_V: return ImGuiKey_V;
|
||||
case GLFW_KEY_W: return ImGuiKey_W;
|
||||
case GLFW_KEY_X: return ImGuiKey_X;
|
||||
case GLFW_KEY_Y: return ImGuiKey_Y;
|
||||
case GLFW_KEY_Z: return ImGuiKey_Z;
|
||||
case GLFW_KEY_F1: return ImGuiKey_F1;
|
||||
case GLFW_KEY_F2: return ImGuiKey_F2;
|
||||
case GLFW_KEY_F3: return ImGuiKey_F3;
|
||||
case GLFW_KEY_F4: return ImGuiKey_F4;
|
||||
case GLFW_KEY_F5: return ImGuiKey_F5;
|
||||
case GLFW_KEY_F6: return ImGuiKey_F6;
|
||||
case GLFW_KEY_F7: return ImGuiKey_F7;
|
||||
case GLFW_KEY_F8: return ImGuiKey_F8;
|
||||
case GLFW_KEY_F9: return ImGuiKey_F9;
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
case GLFW_KEY_F13: return ImGuiKey_F13;
|
||||
case GLFW_KEY_F14: return ImGuiKey_F14;
|
||||
case GLFW_KEY_F15: return ImGuiKey_F15;
|
||||
case GLFW_KEY_F16: return ImGuiKey_F16;
|
||||
case GLFW_KEY_F17: return ImGuiKey_F17;
|
||||
case GLFW_KEY_F18: return ImGuiKey_F18;
|
||||
case GLFW_KEY_F19: return ImGuiKey_F19;
|
||||
case GLFW_KEY_F20: return ImGuiKey_F20;
|
||||
case GLFW_KEY_F21: return ImGuiKey_F21;
|
||||
case GLFW_KEY_F22: return ImGuiKey_F22;
|
||||
case GLFW_KEY_F23: return ImGuiKey_F23;
|
||||
case GLFW_KEY_F24: return ImGuiKey_F24;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
||||
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
|
||||
bd->MouseJustPressed[button] = true;
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
|
||||
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
||||
return;
|
||||
#endif
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheelH += (float)xoffset;
|
||||
io.MouseWheel += (float)yoffset;
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
{
|
||||
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
|
||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
||||
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
||||
// This won't cover edge cases but this is at least going to cover common cases.
|
||||
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
||||
return key;
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
||||
{
|
||||
const char char_names[] = "`-=[]\\,;\'./";
|
||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
||||
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
||||
}
|
||||
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
||||
#else
|
||||
IM_UNUSED(scancode);
|
||||
#endif
|
||||
return key;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
|
||||
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
}
|
||||
|
||||
// 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];
|
||||
#ifdef _WIN32
|
||||
io.KeySuper = false;
|
||||
#else
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
#endif
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
||||
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
if (!entered && bd->MouseWindow == window)
|
||||
bd->MouseWindow = NULL;
|
||||
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
||||
}
|
||||
else if (!entered && bd->MouseWindow == window)
|
||||
{
|
||||
bd->LastValidMousePos = io.MousePos;
|
||||
bd->MouseWindow = nullptr;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
|
||||
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -199,10 +450,110 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
||||
{
|
||||
// Mimic Emscripten_HandleWheel() in SDL.
|
||||
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
||||
float multiplier = 0.0f;
|
||||
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
||||
float wheel_x = ev->deltaX * -multiplier;
|
||||
float wheel_y = ev->deltaY * -multiplier;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
||||
return EM_TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
}
|
||||
return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
bd->InstalledCallbacks = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
||||
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
bd->InstalledCallbacks = false;
|
||||
bd->PrevUserCallbackWindowFocus = nullptr;
|
||||
bd->PrevUserCallbackCursorEnter = nullptr;
|
||||
bd->PrevUserCallbackCursorPos = nullptr;
|
||||
bd->PrevUserCallbackMousebutton = nullptr;
|
||||
bd->PrevUserCallbackScroll = nullptr;
|
||||
bd->PrevUserCallbackKey = nullptr;
|
||||
bd->PrevUserCallbackChar = nullptr;
|
||||
bd->PrevUserCallbackMonitor = nullptr;
|
||||
}
|
||||
|
||||
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
|
||||
// This is 'false' by default meaning we only chain callbacks for the main viewport.
|
||||
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
|
||||
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
|
||||
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
@ -214,42 +565,15 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
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_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
|
||||
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.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
#if defined(_WIN32)
|
||||
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
|
||||
#endif
|
||||
|
||||
// Create mouse cursors
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
|
||||
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
@ -267,25 +591,36 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
bd->PrevUserCallbackWindowFocus = NULL;
|
||||
bd->PrevUserCallbackMousebutton = NULL;
|
||||
bd->PrevUserCallbackScroll = NULL;
|
||||
bd->PrevUserCallbackKey = NULL;
|
||||
bd->PrevUserCallbackChar = NULL;
|
||||
bd->PrevUserCallbackMonitor = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
bd->InstalledCallbacks = true;
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
}
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
#endif
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
bd->ClientApi = client_api;
|
||||
return true;
|
||||
@ -308,61 +643,60 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
{
|
||||
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
}
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
// Update mouse buttons
|
||||
// (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)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
|
||||
bd->MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
GLFWwindow* window = bd->Window;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true;
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
|
||||
if (is_window_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos && focused)
|
||||
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
if (mouse_window != NULL)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -374,62 +708,82 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
GLFWwindow* window = bd->Window;
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#else
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
if (axes_count == 0 || buttons_count == 0)
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
if (axes_count > 0 && buttons_count > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
@ -438,16 +792,63 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
|
||||
// Setup time step
|
||||
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
||||
double current_time = glfwGetTime();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 0.00001f;
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
||||
double canvas_width, canvas_height;
|
||||
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
|
||||
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
|
||||
return true;
|
||||
}
|
||||
|
||||
static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
||||
double canvas_width, canvas_height;
|
||||
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
|
||||
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
|
||||
return true;
|
||||
}
|
||||
|
||||
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
|
||||
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
|
||||
void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
|
||||
{
|
||||
IM_ASSERT(canvas_selector != nullptr);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
bd->CanvasSelector = canvas_selector;
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
|
||||
|
||||
// Change the size of the GLFW window according to the size of the canvas
|
||||
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -4,21 +4,22 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
|
||||
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct GLFWwindow;
|
||||
struct GLFWmonitor;
|
||||
@ -29,13 +30,29 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks
|
||||
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
|
||||
// Emscripten related initialization phase methods
|
||||
#ifdef __EMSCRIPTEN__
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
|
||||
#endif
|
||||
|
||||
// GLFW callbacks install
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GFLW callbacks options:
|
||||
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -5,26 +5,39 @@
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
|
||||
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-03-22: Added GLUT Platform binding.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_glut.h"
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
@ -37,6 +50,120 @@
|
||||
|
||||
static int g_Time = 0; // Current time, in milliseconds
|
||||
|
||||
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
|
||||
static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case '\t': return ImGuiKey_Tab;
|
||||
case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
|
||||
case 256 + GLUT_KEY_END: return ImGuiKey_End;
|
||||
case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case 127: return ImGuiKey_Delete;
|
||||
case 8: return ImGuiKey_Backspace;
|
||||
case ' ': return ImGuiKey_Space;
|
||||
case 13: return ImGuiKey_Enter;
|
||||
case 27: return ImGuiKey_Escape;
|
||||
case 39: return ImGuiKey_Apostrophe;
|
||||
case 44: return ImGuiKey_Comma;
|
||||
case 45: return ImGuiKey_Minus;
|
||||
case 46: return ImGuiKey_Period;
|
||||
case 47: return ImGuiKey_Slash;
|
||||
case 59: return ImGuiKey_Semicolon;
|
||||
case 61: return ImGuiKey_Equal;
|
||||
case 91: return ImGuiKey_LeftBracket;
|
||||
case 92: return ImGuiKey_Backslash;
|
||||
case 93: return ImGuiKey_RightBracket;
|
||||
case 96: return ImGuiKey_GraveAccent;
|
||||
//case 0: return ImGuiKey_CapsLock;
|
||||
//case 0: return ImGuiKey_ScrollLock;
|
||||
case 256 + 0x006D: return ImGuiKey_NumLock;
|
||||
//case 0: return ImGuiKey_PrintScreen;
|
||||
//case 0: return ImGuiKey_Pause;
|
||||
//case '0': return ImGuiKey_Keypad0;
|
||||
//case '1': return ImGuiKey_Keypad1;
|
||||
//case '2': return ImGuiKey_Keypad2;
|
||||
//case '3': return ImGuiKey_Keypad3;
|
||||
//case '4': return ImGuiKey_Keypad4;
|
||||
//case '5': return ImGuiKey_Keypad5;
|
||||
//case '6': return ImGuiKey_Keypad6;
|
||||
//case '7': return ImGuiKey_Keypad7;
|
||||
//case '8': return ImGuiKey_Keypad8;
|
||||
//case '9': return ImGuiKey_Keypad9;
|
||||
//case 46: return ImGuiKey_KeypadDecimal;
|
||||
//case 47: return ImGuiKey_KeypadDivide;
|
||||
case 42: return ImGuiKey_KeypadMultiply;
|
||||
//case 45: return ImGuiKey_KeypadSubtract;
|
||||
case 43: return ImGuiKey_KeypadAdd;
|
||||
//case 13: return ImGuiKey_KeypadEnter;
|
||||
//case 0: return ImGuiKey_KeypadEqual;
|
||||
case 256 + 0x0072: return ImGuiKey_LeftCtrl;
|
||||
case 256 + 0x0070: return ImGuiKey_LeftShift;
|
||||
case 256 + 0x0074: return ImGuiKey_LeftAlt;
|
||||
//case 0: return ImGuiKey_LeftSuper;
|
||||
case 256 + 0x0073: return ImGuiKey_RightCtrl;
|
||||
case 256 + 0x0071: return ImGuiKey_RightShift;
|
||||
case 256 + 0x0075: return ImGuiKey_RightAlt;
|
||||
//case 0: return ImGuiKey_RightSuper;
|
||||
//case 0: return ImGuiKey_Menu;
|
||||
case '0': return ImGuiKey_0;
|
||||
case '1': return ImGuiKey_1;
|
||||
case '2': return ImGuiKey_2;
|
||||
case '3': return ImGuiKey_3;
|
||||
case '4': return ImGuiKey_4;
|
||||
case '5': return ImGuiKey_5;
|
||||
case '6': return ImGuiKey_6;
|
||||
case '7': return ImGuiKey_7;
|
||||
case '8': return ImGuiKey_8;
|
||||
case '9': return ImGuiKey_9;
|
||||
case 'A': case 'a': return ImGuiKey_A;
|
||||
case 'B': case 'b': return ImGuiKey_B;
|
||||
case 'C': case 'c': return ImGuiKey_C;
|
||||
case 'D': case 'd': return ImGuiKey_D;
|
||||
case 'E': case 'e': return ImGuiKey_E;
|
||||
case 'F': case 'f': return ImGuiKey_F;
|
||||
case 'G': case 'g': return ImGuiKey_G;
|
||||
case 'H': case 'h': return ImGuiKey_H;
|
||||
case 'I': case 'i': return ImGuiKey_I;
|
||||
case 'J': case 'j': return ImGuiKey_J;
|
||||
case 'K': case 'k': return ImGuiKey_K;
|
||||
case 'L': case 'l': return ImGuiKey_L;
|
||||
case 'M': case 'm': return ImGuiKey_M;
|
||||
case 'N': case 'n': return ImGuiKey_N;
|
||||
case 'O': case 'o': return ImGuiKey_O;
|
||||
case 'P': case 'p': return ImGuiKey_P;
|
||||
case 'Q': case 'q': return ImGuiKey_Q;
|
||||
case 'R': case 'r': return ImGuiKey_R;
|
||||
case 'S': case 's': return ImGuiKey_S;
|
||||
case 'T': case 't': return ImGuiKey_T;
|
||||
case 'U': case 'u': return ImGuiKey_U;
|
||||
case 'V': case 'v': return ImGuiKey_V;
|
||||
case 'W': case 'w': return ImGuiKey_W;
|
||||
case 'X': case 'x': return ImGuiKey_X;
|
||||
case 'Y': case 'y': return ImGuiKey_Y;
|
||||
case 'Z': case 'z': return ImGuiKey_Z;
|
||||
case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
|
||||
case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
|
||||
case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
|
||||
case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
|
||||
case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
|
||||
case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
|
||||
case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
|
||||
case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
|
||||
case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
|
||||
case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
|
||||
case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
|
||||
case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplGLUT_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -46,33 +173,8 @@ bool ImGui_ImplGLUT_Init()
|
||||
#else
|
||||
io.BackendPlatformName = "imgui_impl_glut";
|
||||
#endif
|
||||
|
||||
g_Time = 0;
|
||||
|
||||
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = 127;
|
||||
io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
|
||||
io.KeyMap[ImGuiKey_Space] = ' ';
|
||||
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -93,6 +195,8 @@ void ImGui_ImplGLUT_InstallFuncs()
|
||||
|
||||
void ImGui_ImplGLUT_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_NewFrame()
|
||||
@ -105,18 +209,22 @@ void ImGui_ImplGLUT_NewFrame()
|
||||
delta_time_ms = 1;
|
||||
io.DeltaTime = delta_time_ms / 1000.0f;
|
||||
g_Time = current_time;
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
static void ImGui_ImplGLUT_UpdateKeyboardMods()
|
||||
static void ImGui_ImplGLUT_UpdateKeyModifiers()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int mods = glutGetModifiers();
|
||||
io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
|
||||
io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
|
||||
io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
|
||||
int glut_key_mods = glutGetModifiers();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(key, down);
|
||||
io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
@ -127,79 +235,58 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
if (c >= 32)
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
|
||||
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
|
||||
if (c >= 1 && c <= 26)
|
||||
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
|
||||
else if (c >= 'a' && c <= 'z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
|
||||
else if (c >= 'A' && c <= 'Z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
|
||||
else
|
||||
io.KeysDown[c] = true;
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
|
||||
ImGui_ImplGLUT_AddKeyEvent(key, true, c);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
//printf("char_up_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c >= 1 && c <= 26)
|
||||
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
|
||||
else if (c >= 'a' && c <= 'z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
|
||||
else if (c >= 'A' && c <= 'Z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
|
||||
else
|
||||
io.KeysDown[c] = false;
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
|
||||
ImGui_ImplGLUT_AddKeyEvent(key, false, c);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_down_func %d\n", key);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
|
||||
io.KeysDown[key + 256] = true;
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
|
||||
ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_up_func %d\n", key);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
|
||||
io.KeysDown[key + 256] = false;
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
|
||||
ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
int button = -1;
|
||||
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
|
||||
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
|
||||
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
|
||||
if (button != -1 && state == GLUT_DOWN)
|
||||
io.MouseDown[button] = true;
|
||||
if (button != -1 && state == GLUT_UP)
|
||||
io.MouseDown[button] = false;
|
||||
if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
|
||||
io.AddMouseButtonEvent(button, state == GLUT_DOWN);
|
||||
}
|
||||
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
if (dir > 0)
|
||||
io.MouseWheel += 1.0;
|
||||
else if (dir < 0)
|
||||
io.MouseWheel -= 1.0;
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
if (dir != 0)
|
||||
io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
|
||||
(void)button; // Unused
|
||||
}
|
||||
#endif
|
||||
@ -213,5 +300,9 @@ void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
|
||||
void ImGui_ImplGLUT_MotionFunc(int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -5,18 +5,25 @@
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
|
||||
@ -26,7 +33,7 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
|
||||
|
||||
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
|
||||
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
|
||||
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
|
||||
//------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
|
||||
@ -35,3 +42,5 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,318 +0,0 @@
|
||||
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// Missing features:
|
||||
// [ ] Renderer: Clipping rectangles are not honored.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_marmalade.h"
|
||||
|
||||
#include <s3eClipboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <s3eKeyboard.h>
|
||||
#include <IwTexture.h>
|
||||
#include <IwGx.h>
|
||||
|
||||
// Data
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static CIwTexture* g_FontTexture = NULL;
|
||||
static char* g_ClipboardText = NULL;
|
||||
static bool g_osdKeyboardEnabled = false;
|
||||
|
||||
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
|
||||
static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
|
||||
|
||||
// Render function.
|
||||
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
const int nVert = cmd_list->VtxBuffer.Size;
|
||||
CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
|
||||
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
|
||||
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
|
||||
|
||||
for (int i = 0; i < nVert; i++)
|
||||
{
|
||||
// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
|
||||
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
|
||||
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
|
||||
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
|
||||
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
|
||||
pColStream[i] = cmd_list->VtxBuffer[i].col;
|
||||
}
|
||||
|
||||
IwGxSetVertStreamScreenSpace(pVertStream, nVert);
|
||||
IwGxSetUVStream(pUVStream);
|
||||
IwGxSetColStream(pColStream, nVert);
|
||||
IwGxSetNormStream(0);
|
||||
|
||||
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
|
||||
{
|
||||
// FIXME: Not honoring ClipRect fields.
|
||||
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
|
||||
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
|
||||
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
|
||||
pCurrentMaterial->SetFiltering(false);
|
||||
pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
|
||||
pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
|
||||
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
|
||||
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
|
||||
IwGxSetMaterial(pCurrentMaterial);
|
||||
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
IwGxFlush();
|
||||
}
|
||||
|
||||
// TODO: restore modified state (i.e. mvp matrix)
|
||||
}
|
||||
|
||||
static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
|
||||
{
|
||||
if (!s3eClipboardAvailable())
|
||||
return NULL;
|
||||
|
||||
if (int size = s3eClipboardGetText(NULL, 0))
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = new char[size];
|
||||
g_ClipboardText[0] = '\0';
|
||||
s3eClipboardGetText(g_ClipboardText, size);
|
||||
}
|
||||
|
||||
return g_ClipboardText;
|
||||
}
|
||||
|
||||
static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
|
||||
{
|
||||
if (s3eClipboardAvailable())
|
||||
s3eClipboardSetText(text);
|
||||
}
|
||||
|
||||
int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
|
||||
{
|
||||
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
|
||||
// button was pressed. For touchscreen this should always have the value
|
||||
// S3E_POINTER_BUTTON_SELECT
|
||||
s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
|
||||
|
||||
if (pEvent->m_Pressed == 1)
|
||||
{
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
|
||||
g_MousePressed[0] = true;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
|
||||
g_MousePressed[1] = true;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
|
||||
g_MousePressed[2] = true;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
|
||||
io.MouseWheel += pEvent->m_y;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
|
||||
io.MouseWheel += pEvent->m_y;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
|
||||
if (e->m_Pressed == 1)
|
||||
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;
|
||||
}
|
||||
|
||||
int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
|
||||
io.AddInputCharacter((unsigned int)e->m_Char);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui_Marmalade_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = new CIwTexture();
|
||||
g_FontTexture->SetModifiable(true);
|
||||
CIwImage& image = g_FontTexture->GetImage();
|
||||
image.SetFormat(CIwImage::ARGB_8888);
|
||||
image.SetWidth(width);
|
||||
image.SetHeight(height);
|
||||
image.SetBuffers(); // allocates and own buffers
|
||||
image.ReadTexels(pixels);
|
||||
g_FontTexture->SetMipMapping(false);
|
||||
g_FontTexture->SetFiltering(false);
|
||||
g_FontTexture->Upload();
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)g_FontTexture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_Marmalade_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
{
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = NULL;
|
||||
}
|
||||
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGui::GetIO().Fonts->SetTexID(0);
|
||||
delete g_FontTexture;
|
||||
g_FontTexture = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_Marmalade_Init(bool install_callbacks)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
|
||||
io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
|
||||
io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
|
||||
io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
|
||||
io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
|
||||
io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
|
||||
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
|
||||
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
|
||||
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
|
||||
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
|
||||
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
|
||||
io.KeyMap[ImGuiKey_A] = s3eKeyA;
|
||||
io.KeyMap[ImGuiKey_C] = s3eKeyC;
|
||||
io.KeyMap[ImGuiKey_V] = s3eKeyV;
|
||||
io.KeyMap[ImGuiKey_X] = s3eKeyX;
|
||||
io.KeyMap[ImGuiKey_Y] = s3eKeyY;
|
||||
io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
|
||||
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
|
||||
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_Marmalade_Shutdown()
|
||||
{
|
||||
ImGui_Marmalade_InvalidateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_Marmalade_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_Marmalade_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
io.DisplayFramebufferScale = g_scale;
|
||||
|
||||
// Setup time step
|
||||
double current_time = s3eTimerGetUST() / 1000.0f;
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
double mouse_x, mouse_y;
|
||||
mouse_x = s3ePointerGetX();
|
||||
mouse_y = s3ePointerGetY();
|
||||
io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// TODO: Hide OS mouse cursor if ImGui is drawing it
|
||||
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
|
||||
|
||||
// Show/hide OSD keyboard
|
||||
if (io.WantTextInput)
|
||||
{
|
||||
// Some text input widget is active?
|
||||
if (!g_osdKeyboardEnabled)
|
||||
{
|
||||
g_osdKeyboardEnabled = true;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No text input widget is active
|
||||
if (g_osdKeyboardEnabled)
|
||||
{
|
||||
g_osdKeyboardEnabled = false;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
|
||||
}
|
||||
}
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
|
||||
|
||||
// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||
// You can also handle inputs yourself and use those as a reference.
|
||||
IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
|
||||
IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
|
||||
IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
|
@ -3,14 +3,24 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ObjC API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef __OBJC__
|
||||
|
||||
@class MTLRenderPassDescriptor;
|
||||
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
|
||||
@ -18,7 +28,7 @@
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
|
||||
id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder);
|
||||
|
||||
@ -27,3 +37,36 @@ IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// C++ API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
|
||||
// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
#include <Metal/Metal.hpp>
|
||||
#ifndef __OBJC__
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL::CommandBuffer* commandBuffer,
|
||||
MTL::RenderCommandEncoder* commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -3,15 +3,26 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||
// 2022-07-05: Metal: Add dispatch synchronization.
|
||||
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
||||
// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
|
||||
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
|
||||
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
|
||||
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
|
||||
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
|
||||
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
|
||||
@ -22,117 +33,338 @@
|
||||
// 2018-07-05: Metal: Added new Metal backend implementation.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#import <time.h>
|
||||
#import <Metal/Metal.h>
|
||||
// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
|
||||
#import <simd/simd.h>
|
||||
|
||||
#pragma mark - Support classes
|
||||
|
||||
// A wrapper around a MTLBuffer object that knows the last time it was reused
|
||||
@interface MetalBuffer : NSObject
|
||||
@property (nonatomic, strong) id<MTLBuffer> buffer;
|
||||
@property (nonatomic, assign) NSTimeInterval lastReuseTime;
|
||||
@property (nonatomic, assign) double lastReuseTime;
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
|
||||
@end
|
||||
|
||||
// An object that encapsulates the data necessary to uniquely identify a
|
||||
// render pipeline state. These are used as cache keys.
|
||||
@interface FramebufferDescriptor : NSObject<NSCopying>
|
||||
@property (nonatomic, assign) unsigned long sampleCount;
|
||||
@property (nonatomic, assign) unsigned long sampleCount;
|
||||
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor;
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
|
||||
@end
|
||||
|
||||
// A singleton that stores long-lived objects that are needed by the Metal
|
||||
// renderer backend. Stores the render pipeline state cache and the default
|
||||
// font texture, and manages the reusable buffer cache.
|
||||
@interface MetalContext : NSObject
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||
@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
|
||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
|
||||
@property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
|
||||
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
|
||||
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
|
||||
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
|
||||
- (void)emptyRenderPipelineStateCache;
|
||||
- (void)setupRenderState:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
||||
vertexBuffer:(MetalBuffer *)vertexBuffer
|
||||
vertexBufferOffset:(size_t)vertexBufferOffset;
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
|
||||
@property (nonatomic, strong) id<MTLDevice> device;
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
|
||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
||||
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||
@end
|
||||
|
||||
static MetalContext *g_sharedMetalContext = nil;
|
||||
struct ImGui_ImplMetal_Data
|
||||
{
|
||||
MetalContext* SharedMetalContext;
|
||||
|
||||
#pragma mark - ImGui API implementation
|
||||
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal C++ Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL::CommandBuffer* commandBuffer,
|
||||
MTL::RenderCommandEncoder* commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data,
|
||||
(__bridge id<MTLCommandBuffer>)(commandBuffer),
|
||||
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
|
||||
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
#endif // #ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
static dispatch_once_t onceToken;
|
||||
dispatch_once(&onceToken, ^{
|
||||
g_sharedMetalContext = [[MetalContext alloc] init];
|
||||
});
|
||||
|
||||
ImGui_ImplMetal_CreateDeviceObjects(device);
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal_DestroyBackendData();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
|
||||
g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
||||
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
||||
{
|
||||
IM_UNUSED(commandBuffer);
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
MTLViewport viewport =
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
||||
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[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, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
}
|
||||
|
||||
// Metal Render function.
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
[g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MetalContext* ctx = bd->SharedMetalContext;
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
||||
if (renderPipelineState == nil)
|
||||
{
|
||||
// No luck; make a new render pipeline state
|
||||
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
|
||||
|
||||
// Cache render pipeline state for later reuse
|
||||
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
|
||||
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
|
||||
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect =
|
||||
{
|
||||
.x = NSUInteger(clip_min.x),
|
||||
.y = NSUInteger(clip_min.y),
|
||||
.width = NSUInteger(clip_max.x - clip_min.x),
|
||||
.height = NSUInteger(clip_max.y - clip_min.y)
|
||||
};
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
// Bind texture, Draw
|
||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
if (bd != nullptr)
|
||||
{
|
||||
@synchronized(bd->SharedMetalContext.bufferCache)
|
||||
{
|
||||
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
|
||||
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
|
||||
}
|
||||
}
|
||||
});
|
||||
}];
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
|
||||
{
|
||||
[g_sharedMetalContext makeFontTextureWithDevice:device];
|
||||
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID((__bridge void *)g_sharedMetalContext.fontTexture); // ImTextureID == void*
|
||||
|
||||
return (g_sharedMetalContext.fontTexture != nil);
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)width
|
||||
height:(NSUInteger)height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
bd->SharedMetalContext.fontTexture = texture;
|
||||
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
|
||||
|
||||
return (bd->SharedMetalContext.fontTexture != nil);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyFontsTexture()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
g_sharedMetalContext.fontTexture = nil;
|
||||
io.Fonts->SetTexID(nullptr);
|
||||
bd->SharedMetalContext.fontTexture = nil;
|
||||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
{
|
||||
[g_sharedMetalContext makeDeviceObjectsWithDevice:device];
|
||||
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
ImGui_ImplMetal_CreateFontsTexture(device);
|
||||
|
||||
return true;
|
||||
@ -140,8 +372,9 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
|
||||
void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGui_ImplMetal_DestroyFontsTexture();
|
||||
[g_sharedMetalContext emptyRenderPipelineStateCache];
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
#pragma mark - MetalBuffer implementation
|
||||
@ -152,7 +385,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_buffer = buffer;
|
||||
_lastReuseTime = [NSDate date].timeIntervalSince1970;
|
||||
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
@ -161,7 +394,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
#pragma mark - FramebufferDescriptor implementation
|
||||
|
||||
@implementation FramebufferDescriptor
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
@ -173,9 +406,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
return self;
|
||||
}
|
||||
|
||||
- (nonnull id)copyWithZone:(nullable NSZone *)zone
|
||||
- (nonnull id)copyWithZone:(nullable NSZone*)zone
|
||||
{
|
||||
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
||||
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
||||
copy.sampleCount = self.sampleCount;
|
||||
copy.colorPixelFormat = self.colorPixelFormat;
|
||||
copy.depthPixelFormat = self.depthPixelFormat;
|
||||
@ -195,7 +428,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
|
||||
- (BOOL)isEqual:(id)object
|
||||
{
|
||||
FramebufferDescriptor *other = object;
|
||||
FramebufferDescriptor* other = object;
|
||||
if (![other isKindOfClass:[FramebufferDescriptor class]])
|
||||
return NO;
|
||||
return other.sampleCount == self.sampleCount &&
|
||||
@ -209,79 +442,46 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
#pragma mark - MetalContext implementation
|
||||
|
||||
@implementation MetalContext
|
||||
- (instancetype)init {
|
||||
- (instancetype)init
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
_bufferCache = [NSMutableArray array];
|
||||
_lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
|
||||
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
self.bufferCache = [NSMutableArray array];
|
||||
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
}
|
||||
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
||||
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)width
|
||||
height:(NSUInteger)height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
self.fontTexture = texture;
|
||||
}
|
||||
|
||||
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
|
||||
|
||||
// Purge old buffers that haven't been useful for a while
|
||||
if (now - self.lastBufferCachePurge > 1.0)
|
||||
@synchronized(self.bufferCache)
|
||||
{
|
||||
NSMutableArray *survivors = [NSMutableArray array];
|
||||
for (MetalBuffer *candidate in self.bufferCache)
|
||||
// Purge old buffers that haven't been useful for a while
|
||||
if (now - self.lastBufferCachePurge > 1.0)
|
||||
{
|
||||
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
||||
{
|
||||
[survivors addObject:candidate];
|
||||
}
|
||||
NSMutableArray* survivors = [NSMutableArray array];
|
||||
for (MetalBuffer* candidate in self.bufferCache)
|
||||
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
||||
[survivors addObject:candidate];
|
||||
self.bufferCache = [survivors mutableCopy];
|
||||
self.lastBufferCachePurge = now;
|
||||
}
|
||||
self.bufferCache = [survivors mutableCopy];
|
||||
self.lastBufferCachePurge = now;
|
||||
}
|
||||
|
||||
// See if we have a buffer we can reuse
|
||||
MetalBuffer *bestCandidate = nil;
|
||||
for (MetalBuffer *candidate in self.bufferCache)
|
||||
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||
bestCandidate = candidate;
|
||||
// See if we have a buffer we can reuse
|
||||
MetalBuffer* bestCandidate = nil;
|
||||
for (MetalBuffer* candidate in self.bufferCache)
|
||||
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||
bestCandidate = candidate;
|
||||
|
||||
if (bestCandidate != nil)
|
||||
{
|
||||
[self.bufferCache removeObject:bestCandidate];
|
||||
bestCandidate.lastReuseTime = now;
|
||||
return bestCandidate;
|
||||
if (bestCandidate != nil)
|
||||
{
|
||||
[self.bufferCache removeObject:bestCandidate];
|
||||
bestCandidate.lastReuseTime = now;
|
||||
return bestCandidate;
|
||||
}
|
||||
}
|
||||
|
||||
// No luck; make a new buffer
|
||||
@ -289,33 +489,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
return [[MetalBuffer alloc] initWithBuffer:backing];
|
||||
}
|
||||
|
||||
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
||||
{
|
||||
[self.bufferCache addObject:buffer];
|
||||
}
|
||||
NSError* error = nil;
|
||||
|
||||
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
|
||||
{
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
|
||||
|
||||
if (renderPipelineState == nil)
|
||||
{
|
||||
// No luck; make a new render pipeline state
|
||||
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
|
||||
// Cache render pipeline state for later reuse
|
||||
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
|
||||
{
|
||||
NSError *error = nil;
|
||||
|
||||
NSString *shaderSource = @""
|
||||
NSString* shaderSource = @""
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"\n"
|
||||
@ -367,25 +546,25 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
return nil;
|
||||
}
|
||||
|
||||
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||
vertexDescriptor.layouts[0].stepRate = 1;
|
||||
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
||||
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
||||
|
||||
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
pipelineDescriptor.vertexFunction = vertexFunction;
|
||||
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
||||
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
||||
pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
|
||||
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
|
||||
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||
@ -399,156 +578,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
||||
if (error != nil)
|
||||
{
|
||||
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
||||
}
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
- (void)emptyRenderPipelineStateCache
|
||||
{
|
||||
[self.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)setupRenderState:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
||||
vertexBuffer:(MetalBuffer *)vertexBuffer
|
||||
vertexBufferOffset:(size_t)vertexBufferOffset
|
||||
{
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
MTLViewport viewport =
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
||||
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[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, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
}
|
||||
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect =
|
||||
{
|
||||
.x = NSUInteger(clip_rect.x),
|
||||
.y = NSUInteger(clip_rect.y),
|
||||
.width = NSUInteger(clip_rect.z - clip_rect.x),
|
||||
.height = NSUInteger(clip_rect.w - clip_rect.y)
|
||||
};
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
|
||||
// Bind texture, Draw
|
||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
__weak id weakSelf = self;
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
[weakSelf enqueueReusableBuffer:vertexBuffer];
|
||||
[weakSelf enqueueReusableBuffer:indexBuffer];
|
||||
});
|
||||
}];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -6,8 +6,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
@ -19,6 +22,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
|
||||
@ -35,11 +40,15 @@
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
|
||||
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
|
||||
#endif
|
||||
|
||||
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
|
||||
@ -60,21 +69,21 @@ struct ImGui_ImplOpenGL2_Data
|
||||
{
|
||||
GLuint FontTexture;
|
||||
|
||||
ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||
@ -86,19 +95,20 @@ bool ImGui_ImplOpenGL2_Init()
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
@ -181,9 +191,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
@ -200,23 +210,18 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||
}
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
@ -247,6 +252,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
@ -286,3 +292,11 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -4,10 +4,13 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
@ -19,6 +22,7 @@
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
||||
@ -30,3 +34,5 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -5,15 +5,38 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
// - This is done automatically on iOS, Android and Emscripten targets.
|
||||
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
|
||||
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
|
||||
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
|
||||
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
|
||||
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
|
||||
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
|
||||
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
|
||||
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
|
||||
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
|
||||
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
|
||||
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
|
||||
// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
|
||||
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
|
||||
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
|
||||
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@ -53,7 +76,7 @@
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
@ -87,17 +110,37 @@
|
||||
#endif
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
|
||||
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
|
||||
#else
|
||||
#include <GLES2/gl2.h> // Use GL ES 2
|
||||
#endif
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
#ifndef GL_GLEXT_PROTOTYPES
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
@ -133,19 +176,15 @@
|
||||
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
|
||||
#ifdef GL_POLYGON_MODE
|
||||
#define IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.3+ has glBindSampler()
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
|
||||
@ -153,9 +192,23 @@
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
#endif
|
||||
|
||||
// Desktop GL use extension detection
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
#endif
|
||||
|
||||
// [Debugging]
|
||||
//#define IMGUI_IMPL_OPENGL_DEBUG
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
#include <stdio.h>
|
||||
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
|
||||
#else
|
||||
#define GL_CALL(_CALL) _CALL // Call without error check
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
@ -163,6 +216,10 @@ struct ImGui_ImplOpenGL3_Data
|
||||
{
|
||||
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
|
||||
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
|
||||
bool GlProfileIsES2;
|
||||
bool GlProfileIsES3;
|
||||
bool GlProfileIsCompat;
|
||||
GLint GlProfileMask;
|
||||
GLuint FontTexture;
|
||||
GLuint ShaderHandle;
|
||||
GLint AttribLocationTex; // Uniforms location
|
||||
@ -171,23 +228,50 @@ struct ImGui_ImplOpenGL3_Data
|
||||
GLuint AttribLocationVtxUV;
|
||||
GLuint AttribLocationVtxColor;
|
||||
unsigned int VboHandle, ElementsHandle;
|
||||
GLsizeiptr VertexBufferSize;
|
||||
GLsizeiptr IndexBufferSize;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
|
||||
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
{
|
||||
GLint Enabled, Size, Type, Normalized, Stride;
|
||||
GLvoid* Ptr;
|
||||
|
||||
void GetState(GLint index)
|
||||
{
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
|
||||
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
|
||||
}
|
||||
void SetState(GLint index)
|
||||
{
|
||||
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
|
||||
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Initialize our loader
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
@ -204,7 +288,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GLES 2
|
||||
bd->GlVersion = 200;
|
||||
bd->GlProfileIsES2 = true;
|
||||
#else
|
||||
// Desktop or GLES 3
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
@ -216,8 +305,29 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#else
|
||||
bd->GlVersion = 200; // GLES 2
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
if (bd->GlVersion >= 320)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
#ifdef _WIN32
|
||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||
if (strncmp(vendor, "Intel", 5) == 0)
|
||||
bd->UseBufferSubData = true;
|
||||
#endif
|
||||
*/
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
@ -226,8 +336,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
#endif
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
if (glsl_version == NULL)
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
||||
if (glsl_version == nullptr)
|
||||
{
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
glsl_version = "#version 100";
|
||||
@ -250,13 +360,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
|
||||
// Detect extensions we support
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
@ -266,19 +376,21 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
@ -300,7 +412,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
@ -317,7 +429,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
@ -337,8 +449,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->GlVersion >= 330)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
@ -347,14 +459,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxColor);
|
||||
glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
|
||||
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
@ -376,13 +488,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
||||
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
#endif
|
||||
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
|
||||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
@ -407,7 +526,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
@ -421,13 +540,40 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
// - OpenGL drivers are in a very sorry state nowadays....
|
||||
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
|
||||
// of leaks on Intel GPU when using multi-viewports on Windows.
|
||||
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
|
||||
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
|
||||
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
|
||||
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
|
||||
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
||||
if (bd->UseBufferSubData)
|
||||
{
|
||||
if (bd->VertexBufferSize < vtx_buffer_size)
|
||||
{
|
||||
bd->VertexBufferSize = vtx_buffer_size;
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
|
||||
}
|
||||
if (bd->IndexBufferSize < idx_buffer_size)
|
||||
{
|
||||
bd->IndexBufferSize = idx_buffer_size;
|
||||
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
|
||||
}
|
||||
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
|
||||
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
|
||||
}
|
||||
else
|
||||
{
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
|
||||
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
|
||||
}
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
@ -439,40 +585,37 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
// Bind texture, Draw
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
if (bd->GlVersion >= 320)
|
||||
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
||||
else
|
||||
#endif
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
}
|
||||
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
|
||||
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->GlVersion >= 330)
|
||||
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
@ -480,6 +623,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
|
||||
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
|
||||
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
|
||||
#endif
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
@ -491,9 +640,19 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
|
||||
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
|
||||
{
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
||||
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
}
|
||||
#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
(void)bd; // Not all compilation paths use this
|
||||
@ -510,22 +669,23 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
GL_CALL(glGenTextures(1, &bd->FontTexture));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -555,7 +715,7 @@ static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
@ -574,7 +734,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
@ -588,6 +748,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
GLint last_pixel_unpack_buffer;
|
||||
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
@ -698,8 +862,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
const GLchar* vertex_shader = nullptr;
|
||||
const GLchar* fragment_shader = nullptr;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
@ -724,13 +888,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
|
||||
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
|
||||
glCompileShader(vert_handle);
|
||||
CheckShader(vert_handle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
||||
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
|
||||
glCompileShader(frag_handle);
|
||||
CheckShader(frag_handle, "fragment shader");
|
||||
|
||||
@ -761,6 +925,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
@ -776,3 +943,14 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -5,23 +5,32 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
// - This is done automatically on iOS, Android and Emscripten targets.
|
||||
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
@ -42,14 +51,16 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Try to detect GLES on matching platforms
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#else
|
||||
// Otherwise imgui_impl_opengl3_loader.h will be used.
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,3 +1,30 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// About imgui_impl_opengl3_loader.h:
|
||||
//
|
||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
|
||||
// which proved to be endless problems for users.
|
||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
|
||||
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
|
||||
//
|
||||
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
|
||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
|
||||
//
|
||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
|
||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
|
||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
|
||||
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
|
||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
|
||||
//
|
||||
// Regenerate with:
|
||||
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
//
|
||||
// More info:
|
||||
// https://github.com/dearimgui/gl3w_stripped
|
||||
// https://github.com/ocornut/imgui/issues/4445
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/*
|
||||
* This file was generated with gl3w_gen.py, part of imgl3w
|
||||
* (hosted at https://github.com/dearimgui/gl3w_stripped)
|
||||
@ -26,14 +53,11 @@
|
||||
* OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, which proved to be endless problems for users.
|
||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include enums/functions that we use in this source file.
|
||||
// Regenerate with: python gl3w_gen.py --imgui-dir /path/to/imgui/
|
||||
// see https://github.com/dearimgui/gl3w_stripped for more info.
|
||||
#ifndef __gl3w_h_
|
||||
#define __gl3w_h_
|
||||
|
||||
// Adapted from KHR/khrplatform.h to avoid including entire file.
|
||||
#ifndef __khrplatform_h_
|
||||
typedef float khronos_float_t;
|
||||
typedef signed char khronos_int8_t;
|
||||
typedef unsigned char khronos_uint8_t;
|
||||
@ -58,6 +82,7 @@ typedef uint64_t khronos_uint64_t;
|
||||
typedef signed long long khronos_int64_t;
|
||||
typedef unsigned long long khronos_uint64_t;
|
||||
#endif
|
||||
#endif // __khrplatform_h_
|
||||
|
||||
#ifndef __gl_glcorearb_h_
|
||||
#define __gl_glcorearb_h_ 1
|
||||
@ -93,7 +118,7 @@ extern "C" {
|
||||
** included as <GL/glcorearb.h>.
|
||||
**
|
||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** can be supported by the core profile. It does not, and never will
|
||||
** include functionality removed from the core profile, such as
|
||||
** fixed-function vertex and fragment processing.
|
||||
@ -129,6 +154,8 @@ typedef khronos_uint8_t GLubyte;
|
||||
#define GL_ONE 1
|
||||
#define GL_SRC_ALPHA 0x0302
|
||||
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
|
||||
#define GL_FRONT 0x0404
|
||||
#define GL_BACK 0x0405
|
||||
#define GL_FRONT_AND_BACK 0x0408
|
||||
#define GL_POLYGON_MODE 0x0B40
|
||||
#define GL_CULL_FACE 0x0B44
|
||||
@ -147,6 +174,8 @@ typedef khronos_uint8_t GLubyte;
|
||||
#define GL_FLOAT 0x1406
|
||||
#define GL_RGBA 0x1908
|
||||
#define GL_FILL 0x1B02
|
||||
#define GL_VENDOR 0x1F00
|
||||
#define GL_RENDERER 0x1F01
|
||||
#define GL_VERSION 0x1F02
|
||||
#define GL_EXTENSIONS 0x1F03
|
||||
#define GL_LINEAR 0x2601
|
||||
@ -160,8 +189,10 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
|
||||
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
|
||||
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
|
||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
|
||||
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
|
||||
@ -175,8 +206,10 @@ GLAPI void APIENTRY glClear (GLbitfield mask);
|
||||
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
GLAPI void APIENTRY glDisable (GLenum cap);
|
||||
GLAPI void APIENTRY glEnable (GLenum cap);
|
||||
GLAPI void APIENTRY glFlush (void);
|
||||
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
GLAPI GLenum APIENTRY glGetError (void);
|
||||
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
|
||||
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
|
||||
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
|
||||
@ -225,16 +258,21 @@ typedef khronos_intptr_t GLintptr;
|
||||
#define GL_ARRAY_BUFFER 0x8892
|
||||
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
|
||||
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
|
||||
#define GL_STREAM_DRAW 0x88E0
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
|
||||
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
|
||||
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
|
||||
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_5 */
|
||||
#ifndef GL_VERSION_2_0
|
||||
@ -243,7 +281,13 @@ typedef khronos_int16_t GLshort;
|
||||
typedef khronos_int8_t GLbyte;
|
||||
typedef khronos_uint16_t GLushort;
|
||||
#define GL_BLEND_EQUATION_RGB 0x8009
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
||||
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
||||
#define GL_FRAGMENT_SHADER 0x8B30
|
||||
#define GL_VERTEX_SHADER 0x8B31
|
||||
#define GL_COMPILE_STATUS 0x8B81
|
||||
@ -259,6 +303,7 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
|
||||
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
|
||||
@ -266,6 +311,9 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf
|
||||
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
|
||||
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||
@ -281,6 +329,7 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type);
|
||||
GLAPI void APIENTRY glDeleteProgram (GLuint program);
|
||||
GLAPI void APIENTRY glDeleteShader (GLuint shader);
|
||||
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
|
||||
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
|
||||
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
|
||||
@ -288,6 +337,9 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize
|
||||
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
|
||||
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
|
||||
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
|
||||
GLAPI void APIENTRY glLinkProgram (GLuint program);
|
||||
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
GLAPI void APIENTRY glUseProgram (GLuint program);
|
||||
@ -325,6 +377,8 @@ GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
|
||||
typedef struct __GLsync *GLsync;
|
||||
typedef khronos_uint64_t GLuint64;
|
||||
typedef khronos_int64_t GLint64;
|
||||
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
|
||||
#define GL_CONTEXT_PROFILE_MASK 0x9126
|
||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
@ -415,119 +469,133 @@ GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union GL3WProcs {
|
||||
GL3WglProc ptr[52];
|
||||
union ImGL3WProcs {
|
||||
GL3WglProc ptr[59];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
PFNGLATTACHSHADERPROC AttachShader;
|
||||
PFNGLBINDBUFFERPROC BindBuffer;
|
||||
PFNGLBINDSAMPLERPROC BindSampler;
|
||||
PFNGLBINDTEXTUREPROC BindTexture;
|
||||
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
|
||||
PFNGLBLENDEQUATIONPROC BlendEquation;
|
||||
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
|
||||
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
|
||||
PFNGLBUFFERDATAPROC BufferData;
|
||||
PFNGLCLEARPROC Clear;
|
||||
PFNGLCLEARCOLORPROC ClearColor;
|
||||
PFNGLCOMPILESHADERPROC CompileShader;
|
||||
PFNGLCREATEPROGRAMPROC CreateProgram;
|
||||
PFNGLCREATESHADERPROC CreateShader;
|
||||
PFNGLDELETEBUFFERSPROC DeleteBuffers;
|
||||
PFNGLDELETEPROGRAMPROC DeleteProgram;
|
||||
PFNGLDELETESHADERPROC DeleteShader;
|
||||
PFNGLDELETETEXTURESPROC DeleteTextures;
|
||||
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
|
||||
PFNGLDETACHSHADERPROC DetachShader;
|
||||
PFNGLDISABLEPROC Disable;
|
||||
PFNGLDRAWELEMENTSPROC DrawElements;
|
||||
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
|
||||
PFNGLENABLEPROC Enable;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
|
||||
PFNGLGENBUFFERSPROC GenBuffers;
|
||||
PFNGLGENTEXTURESPROC GenTextures;
|
||||
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
|
||||
PFNGLGETSHADERIVPROC GetShaderiv;
|
||||
PFNGLGETSTRINGPROC GetString;
|
||||
PFNGLGETSTRINGIPROC GetStringi;
|
||||
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
|
||||
PFNGLISENABLEDPROC IsEnabled;
|
||||
PFNGLLINKPROGRAMPROC LinkProgram;
|
||||
PFNGLPIXELSTOREIPROC PixelStorei;
|
||||
PFNGLPOLYGONMODEPROC PolygonMode;
|
||||
PFNGLREADPIXELSPROC ReadPixels;
|
||||
PFNGLSCISSORPROC Scissor;
|
||||
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||
PFNGLUNIFORM1IPROC Uniform1i;
|
||||
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||
PFNGLUSEPROGRAMPROC UseProgram;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
|
||||
PFNGLVIEWPORTPROC Viewport;
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
PFNGLATTACHSHADERPROC AttachShader;
|
||||
PFNGLBINDBUFFERPROC BindBuffer;
|
||||
PFNGLBINDSAMPLERPROC BindSampler;
|
||||
PFNGLBINDTEXTUREPROC BindTexture;
|
||||
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
|
||||
PFNGLBLENDEQUATIONPROC BlendEquation;
|
||||
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
|
||||
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
|
||||
PFNGLBUFFERDATAPROC BufferData;
|
||||
PFNGLBUFFERSUBDATAPROC BufferSubData;
|
||||
PFNGLCLEARPROC Clear;
|
||||
PFNGLCLEARCOLORPROC ClearColor;
|
||||
PFNGLCOMPILESHADERPROC CompileShader;
|
||||
PFNGLCREATEPROGRAMPROC CreateProgram;
|
||||
PFNGLCREATESHADERPROC CreateShader;
|
||||
PFNGLDELETEBUFFERSPROC DeleteBuffers;
|
||||
PFNGLDELETEPROGRAMPROC DeleteProgram;
|
||||
PFNGLDELETESHADERPROC DeleteShader;
|
||||
PFNGLDELETETEXTURESPROC DeleteTextures;
|
||||
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
|
||||
PFNGLDETACHSHADERPROC DetachShader;
|
||||
PFNGLDISABLEPROC Disable;
|
||||
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
|
||||
PFNGLDRAWELEMENTSPROC DrawElements;
|
||||
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
|
||||
PFNGLENABLEPROC Enable;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
|
||||
PFNGLFLUSHPROC Flush;
|
||||
PFNGLGENBUFFERSPROC GenBuffers;
|
||||
PFNGLGENTEXTURESPROC GenTextures;
|
||||
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||
PFNGLGETERRORPROC GetError;
|
||||
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
|
||||
PFNGLGETSHADERIVPROC GetShaderiv;
|
||||
PFNGLGETSTRINGPROC GetString;
|
||||
PFNGLGETSTRINGIPROC GetStringi;
|
||||
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
|
||||
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
|
||||
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
|
||||
PFNGLISENABLEDPROC IsEnabled;
|
||||
PFNGLISPROGRAMPROC IsProgram;
|
||||
PFNGLLINKPROGRAMPROC LinkProgram;
|
||||
PFNGLPIXELSTOREIPROC PixelStorei;
|
||||
PFNGLPOLYGONMODEPROC PolygonMode;
|
||||
PFNGLREADPIXELSPROC ReadPixels;
|
||||
PFNGLSCISSORPROC Scissor;
|
||||
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||
PFNGLUNIFORM1IPROC Uniform1i;
|
||||
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||
PFNGLUSEPROGRAMPROC UseProgram;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
|
||||
PFNGLVIEWPORTPROC Viewport;
|
||||
} gl;
|
||||
};
|
||||
|
||||
GL3W_API extern union GL3WProcs gl3wProcs;
|
||||
GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
/* OpenGL functions */
|
||||
#define glActiveTexture gl3wProcs.gl.ActiveTexture
|
||||
#define glAttachShader gl3wProcs.gl.AttachShader
|
||||
#define glBindBuffer gl3wProcs.gl.BindBuffer
|
||||
#define glBindSampler gl3wProcs.gl.BindSampler
|
||||
#define glBindTexture gl3wProcs.gl.BindTexture
|
||||
#define glBindVertexArray gl3wProcs.gl.BindVertexArray
|
||||
#define glBlendEquation gl3wProcs.gl.BlendEquation
|
||||
#define glBlendEquationSeparate gl3wProcs.gl.BlendEquationSeparate
|
||||
#define glBlendFuncSeparate gl3wProcs.gl.BlendFuncSeparate
|
||||
#define glBufferData gl3wProcs.gl.BufferData
|
||||
#define glClear gl3wProcs.gl.Clear
|
||||
#define glClearColor gl3wProcs.gl.ClearColor
|
||||
#define glCompileShader gl3wProcs.gl.CompileShader
|
||||
#define glCreateProgram gl3wProcs.gl.CreateProgram
|
||||
#define glCreateShader gl3wProcs.gl.CreateShader
|
||||
#define glDeleteBuffers gl3wProcs.gl.DeleteBuffers
|
||||
#define glDeleteProgram gl3wProcs.gl.DeleteProgram
|
||||
#define glDeleteShader gl3wProcs.gl.DeleteShader
|
||||
#define glDeleteTextures gl3wProcs.gl.DeleteTextures
|
||||
#define glDeleteVertexArrays gl3wProcs.gl.DeleteVertexArrays
|
||||
#define glDetachShader gl3wProcs.gl.DetachShader
|
||||
#define glDisable gl3wProcs.gl.Disable
|
||||
#define glDrawElements gl3wProcs.gl.DrawElements
|
||||
#define glDrawElementsBaseVertex gl3wProcs.gl.DrawElementsBaseVertex
|
||||
#define glEnable gl3wProcs.gl.Enable
|
||||
#define glEnableVertexAttribArray gl3wProcs.gl.EnableVertexAttribArray
|
||||
#define glGenBuffers gl3wProcs.gl.GenBuffers
|
||||
#define glGenTextures gl3wProcs.gl.GenTextures
|
||||
#define glGenVertexArrays gl3wProcs.gl.GenVertexArrays
|
||||
#define glGetAttribLocation gl3wProcs.gl.GetAttribLocation
|
||||
#define glGetIntegerv gl3wProcs.gl.GetIntegerv
|
||||
#define glGetProgramInfoLog gl3wProcs.gl.GetProgramInfoLog
|
||||
#define glGetProgramiv gl3wProcs.gl.GetProgramiv
|
||||
#define glGetShaderInfoLog gl3wProcs.gl.GetShaderInfoLog
|
||||
#define glGetShaderiv gl3wProcs.gl.GetShaderiv
|
||||
#define glGetString gl3wProcs.gl.GetString
|
||||
#define glGetStringi gl3wProcs.gl.GetStringi
|
||||
#define glGetUniformLocation gl3wProcs.gl.GetUniformLocation
|
||||
#define glIsEnabled gl3wProcs.gl.IsEnabled
|
||||
#define glLinkProgram gl3wProcs.gl.LinkProgram
|
||||
#define glPixelStorei gl3wProcs.gl.PixelStorei
|
||||
#define glPolygonMode gl3wProcs.gl.PolygonMode
|
||||
#define glReadPixels gl3wProcs.gl.ReadPixels
|
||||
#define glScissor gl3wProcs.gl.Scissor
|
||||
#define glShaderSource gl3wProcs.gl.ShaderSource
|
||||
#define glTexImage2D gl3wProcs.gl.TexImage2D
|
||||
#define glTexParameteri gl3wProcs.gl.TexParameteri
|
||||
#define glUniform1i gl3wProcs.gl.Uniform1i
|
||||
#define glUniformMatrix4fv gl3wProcs.gl.UniformMatrix4fv
|
||||
#define glUseProgram gl3wProcs.gl.UseProgram
|
||||
#define glVertexAttribPointer gl3wProcs.gl.VertexAttribPointer
|
||||
#define glViewport gl3wProcs.gl.Viewport
|
||||
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||
#define glAttachShader imgl3wProcs.gl.AttachShader
|
||||
#define glBindBuffer imgl3wProcs.gl.BindBuffer
|
||||
#define glBindSampler imgl3wProcs.gl.BindSampler
|
||||
#define glBindTexture imgl3wProcs.gl.BindTexture
|
||||
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
|
||||
#define glBlendEquation imgl3wProcs.gl.BlendEquation
|
||||
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
|
||||
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
|
||||
#define glBufferData imgl3wProcs.gl.BufferData
|
||||
#define glBufferSubData imgl3wProcs.gl.BufferSubData
|
||||
#define glClear imgl3wProcs.gl.Clear
|
||||
#define glClearColor imgl3wProcs.gl.ClearColor
|
||||
#define glCompileShader imgl3wProcs.gl.CompileShader
|
||||
#define glCreateProgram imgl3wProcs.gl.CreateProgram
|
||||
#define glCreateShader imgl3wProcs.gl.CreateShader
|
||||
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
|
||||
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
|
||||
#define glDeleteShader imgl3wProcs.gl.DeleteShader
|
||||
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
|
||||
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
|
||||
#define glDetachShader imgl3wProcs.gl.DetachShader
|
||||
#define glDisable imgl3wProcs.gl.Disable
|
||||
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
|
||||
#define glDrawElements imgl3wProcs.gl.DrawElements
|
||||
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
|
||||
#define glEnable imgl3wProcs.gl.Enable
|
||||
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
|
||||
#define glFlush imgl3wProcs.gl.Flush
|
||||
#define glGenBuffers imgl3wProcs.gl.GenBuffers
|
||||
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||
#define glGetError imgl3wProcs.gl.GetError
|
||||
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
|
||||
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
|
||||
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
|
||||
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
|
||||
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
|
||||
#define glGetString imgl3wProcs.gl.GetString
|
||||
#define glGetStringi imgl3wProcs.gl.GetStringi
|
||||
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
|
||||
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
|
||||
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
|
||||
#define glIsEnabled imgl3wProcs.gl.IsEnabled
|
||||
#define glIsProgram imgl3wProcs.gl.IsProgram
|
||||
#define glLinkProgram imgl3wProcs.gl.LinkProgram
|
||||
#define glPixelStorei imgl3wProcs.gl.PixelStorei
|
||||
#define glPolygonMode imgl3wProcs.gl.PolygonMode
|
||||
#define glReadPixels imgl3wProcs.gl.ReadPixels
|
||||
#define glScissor imgl3wProcs.gl.Scissor
|
||||
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||
#define glTexParameteri imgl3wProcs.gl.TexParameteri
|
||||
#define glUniform1i imgl3wProcs.gl.Uniform1i
|
||||
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
|
||||
#define glUseProgram imgl3wProcs.gl.UseProgram
|
||||
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
|
||||
#define glViewport imgl3wProcs.gl.Viewport
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
@ -542,7 +610,7 @@ extern "C" {
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
|
||||
#if defined(_WIN32)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
@ -600,7 +668,12 @@ static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
|
||||
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
@ -627,7 +700,13 @@ static int parse_version(void)
|
||||
return GL3W_ERROR_INIT;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
|
||||
if (version.major < 3)
|
||||
if (version.major == 0 && version.minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
|
||||
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
|
||||
}
|
||||
if (version.major < 2)
|
||||
return GL3W_ERROR_OPENGL_VERSION;
|
||||
return GL3W_OK;
|
||||
}
|
||||
@ -651,7 +730,7 @@ int imgl3wInit2(GL3WGetProcAddressProc proc)
|
||||
|
||||
int imgl3wIsSupported(int major, int minor)
|
||||
{
|
||||
if (major < 3)
|
||||
if (major < 2)
|
||||
return 0;
|
||||
if (version.major == major)
|
||||
return version.minor >= minor;
|
||||
@ -671,6 +750,7 @@ static const char *proc_names[] = {
|
||||
"glBlendEquationSeparate",
|
||||
"glBlendFuncSeparate",
|
||||
"glBufferData",
|
||||
"glBufferSubData",
|
||||
"glClear",
|
||||
"glClearColor",
|
||||
"glCompileShader",
|
||||
@ -683,14 +763,17 @@ static const char *proc_names[] = {
|
||||
"glDeleteVertexArrays",
|
||||
"glDetachShader",
|
||||
"glDisable",
|
||||
"glDisableVertexAttribArray",
|
||||
"glDrawElements",
|
||||
"glDrawElementsBaseVertex",
|
||||
"glEnable",
|
||||
"glEnableVertexAttribArray",
|
||||
"glFlush",
|
||||
"glGenBuffers",
|
||||
"glGenTextures",
|
||||
"glGenVertexArrays",
|
||||
"glGetAttribLocation",
|
||||
"glGetError",
|
||||
"glGetIntegerv",
|
||||
"glGetProgramInfoLog",
|
||||
"glGetProgramiv",
|
||||
@ -699,7 +782,10 @@ static const char *proc_names[] = {
|
||||
"glGetString",
|
||||
"glGetStringi",
|
||||
"glGetUniformLocation",
|
||||
"glGetVertexAttribPointerv",
|
||||
"glGetVertexAttribiv",
|
||||
"glIsEnabled",
|
||||
"glIsProgram",
|
||||
"glLinkProgram",
|
||||
"glPixelStorei",
|
||||
"glPolygonMode",
|
||||
@ -715,13 +801,13 @@ static const char *proc_names[] = {
|
||||
"glViewport",
|
||||
};
|
||||
|
||||
GL3W_API union GL3WProcs gl3wProcs;
|
||||
GL3W_API union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
size_t i;
|
||||
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
|
||||
gl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
|
||||
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
@ -1,24 +1,51 @@
|
||||
// dear imgui: Platform Backend for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
|
||||
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
|
||||
// - Requires linking with the GameController framework ("-framework GameController").
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
#ifdef __OBJC__
|
||||
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view);
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// C++ API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
|
||||
// #include <AppKit/AppKit.hpp>
|
||||
#ifndef __OBJC__
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,24 +1,53 @@
|
||||
// dear imgui: Platform Backend for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
|
||||
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
|
||||
// - Requires linking with the GameController framework ("-framework GameController").
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
#import "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#import "imgui_impl_osx.h"
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <Carbon/Carbon.h>
|
||||
#import <GameController/GameController.h>
|
||||
#import <time.h>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
|
||||
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
|
||||
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
|
||||
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
|
||||
// 2022-10-06: Fixed mouse inputs on flipped views.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture.
|
||||
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
|
||||
// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key
|
||||
// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
|
||||
// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
|
||||
// 2021-12-13: Add game controller support.
|
||||
// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
|
||||
// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
|
||||
// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
|
||||
@ -34,15 +63,36 @@
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-07-07: Initial version.
|
||||
|
||||
@class ImFocusObserver;
|
||||
#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000)
|
||||
#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000)
|
||||
#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100)
|
||||
|
||||
@class ImGuiObserver;
|
||||
@class KeyEventResponder;
|
||||
|
||||
// Data
|
||||
static CFAbsoluteTime g_Time = 0.0;
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static bool g_MouseCursorHidden = false;
|
||||
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
|
||||
static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
|
||||
static ImFocusObserver* g_FocusObserver = NULL;
|
||||
struct ImGui_ImplOSX_Data
|
||||
{
|
||||
CFTimeInterval Time;
|
||||
NSCursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
bool MouseCursorHidden;
|
||||
ImGuiObserver* Observer;
|
||||
KeyEventResponder* KeyEventResponder;
|
||||
NSTextInputContext* InputContext;
|
||||
id Monitor;
|
||||
|
||||
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
|
||||
// Undocumented methods for creating cursors.
|
||||
@interface NSCursor()
|
||||
@ -52,21 +102,142 @@ static ImFocusObserver* g_FocusObserver = NULL;
|
||||
+ (id)_windowResizeEastWestCursor;
|
||||
@end
|
||||
|
||||
static void resetKeys()
|
||||
/**
|
||||
KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
|
||||
|
||||
The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method.
|
||||
Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the
|
||||
insertText:replacementRange method.
|
||||
|
||||
This is the same approach employed by other cross-platform libraries such as SDL2:
|
||||
https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53
|
||||
and GLFW:
|
||||
https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723
|
||||
*/
|
||||
@interface KeyEventResponder: NSView<NSTextInputClient>
|
||||
@end
|
||||
|
||||
@implementation KeyEventResponder
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.KeysDown, 0, sizeof(io.KeysDown));
|
||||
io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
|
||||
float _posX;
|
||||
float _posY;
|
||||
NSRect _imeRect;
|
||||
}
|
||||
|
||||
@interface ImFocusObserver : NSObject
|
||||
#pragma mark - Public
|
||||
|
||||
- (void)setImePosX:(float)posX imePosY:(float)posY
|
||||
{
|
||||
_posX = posX;
|
||||
_posY = posY;
|
||||
}
|
||||
|
||||
- (void)updateImePosWithView:(NSView *)view
|
||||
{
|
||||
NSWindow *window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
}
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
{
|
||||
// Ensure self is a first responder to receive the input events.
|
||||
[self.window makeFirstResponder:self];
|
||||
}
|
||||
|
||||
- (void)keyDown:(NSEvent*)event
|
||||
{
|
||||
if (!ImGui_ImplOSX_HandleEvent(event, self))
|
||||
[super keyDown:event];
|
||||
|
||||
// Call to the macOS input manager system.
|
||||
[self interpretKeyEvents:@[event]];
|
||||
}
|
||||
|
||||
- (void)keyUp:(NSEvent*)event
|
||||
{
|
||||
if (!ImGui_ImplOSX_HandleEvent(event, self))
|
||||
[super keyUp:event];
|
||||
}
|
||||
|
||||
- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
NSString* characters;
|
||||
if ([aString isKindOfClass:[NSAttributedString class]])
|
||||
characters = [aString string];
|
||||
else
|
||||
characters = (NSString*)aString;
|
||||
|
||||
io.AddInputCharactersUTF8(characters.UTF8String);
|
||||
}
|
||||
|
||||
- (BOOL)acceptsFirstResponder
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (void)doCommandBySelector:(SEL)myselector
|
||||
{
|
||||
}
|
||||
|
||||
- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
|
||||
{
|
||||
return nil;
|
||||
}
|
||||
|
||||
- (NSUInteger)characterIndexForPoint:(NSPoint)point
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
|
||||
{
|
||||
return _imeRect;
|
||||
}
|
||||
|
||||
- (BOOL)hasMarkedText
|
||||
{
|
||||
return NO;
|
||||
}
|
||||
|
||||
- (NSRange)markedRange
|
||||
{
|
||||
return NSMakeRange(NSNotFound, 0);
|
||||
}
|
||||
|
||||
- (NSRange)selectedRange
|
||||
{
|
||||
return NSMakeRange(NSNotFound, 0);
|
||||
}
|
||||
|
||||
- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange
|
||||
{
|
||||
}
|
||||
|
||||
- (void)unmarkText
|
||||
{
|
||||
}
|
||||
|
||||
- (nonnull NSArray<NSAttributedStringKey>*)validAttributesForMarkedText
|
||||
{
|
||||
return @[];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@interface ImGuiObserver : NSObject
|
||||
|
||||
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
|
||||
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
|
||||
|
||||
@end
|
||||
|
||||
@implementation ImFocusObserver
|
||||
@implementation ImGuiObserver
|
||||
|
||||
- (void)onApplicationBecomeActive:(NSNotification*)aNotification
|
||||
{
|
||||
@ -78,63 +249,170 @@ static void resetKeys()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(false);
|
||||
|
||||
// Unfocused applications do not receive input events, therefore we must manually
|
||||
// release any pressed keys when application loses focus, otherwise they would remain
|
||||
// stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
|
||||
resetKeys();
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOSX_Init()
|
||||
static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
case kVK_ANSI_A: return ImGuiKey_A;
|
||||
case kVK_ANSI_S: return ImGuiKey_S;
|
||||
case kVK_ANSI_D: return ImGuiKey_D;
|
||||
case kVK_ANSI_F: return ImGuiKey_F;
|
||||
case kVK_ANSI_H: return ImGuiKey_H;
|
||||
case kVK_ANSI_G: return ImGuiKey_G;
|
||||
case kVK_ANSI_Z: return ImGuiKey_Z;
|
||||
case kVK_ANSI_X: return ImGuiKey_X;
|
||||
case kVK_ANSI_C: return ImGuiKey_C;
|
||||
case kVK_ANSI_V: return ImGuiKey_V;
|
||||
case kVK_ANSI_B: return ImGuiKey_B;
|
||||
case kVK_ANSI_Q: return ImGuiKey_Q;
|
||||
case kVK_ANSI_W: return ImGuiKey_W;
|
||||
case kVK_ANSI_E: return ImGuiKey_E;
|
||||
case kVK_ANSI_R: return ImGuiKey_R;
|
||||
case kVK_ANSI_Y: return ImGuiKey_Y;
|
||||
case kVK_ANSI_T: return ImGuiKey_T;
|
||||
case kVK_ANSI_1: return ImGuiKey_1;
|
||||
case kVK_ANSI_2: return ImGuiKey_2;
|
||||
case kVK_ANSI_3: return ImGuiKey_3;
|
||||
case kVK_ANSI_4: return ImGuiKey_4;
|
||||
case kVK_ANSI_6: return ImGuiKey_6;
|
||||
case kVK_ANSI_5: return ImGuiKey_5;
|
||||
case kVK_ANSI_Equal: return ImGuiKey_Equal;
|
||||
case kVK_ANSI_9: return ImGuiKey_9;
|
||||
case kVK_ANSI_7: return ImGuiKey_7;
|
||||
case kVK_ANSI_Minus: return ImGuiKey_Minus;
|
||||
case kVK_ANSI_8: return ImGuiKey_8;
|
||||
case kVK_ANSI_0: return ImGuiKey_0;
|
||||
case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket;
|
||||
case kVK_ANSI_O: return ImGuiKey_O;
|
||||
case kVK_ANSI_U: return ImGuiKey_U;
|
||||
case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket;
|
||||
case kVK_ANSI_I: return ImGuiKey_I;
|
||||
case kVK_ANSI_P: return ImGuiKey_P;
|
||||
case kVK_ANSI_L: return ImGuiKey_L;
|
||||
case kVK_ANSI_J: return ImGuiKey_J;
|
||||
case kVK_ANSI_Quote: return ImGuiKey_Apostrophe;
|
||||
case kVK_ANSI_K: return ImGuiKey_K;
|
||||
case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon;
|
||||
case kVK_ANSI_Backslash: return ImGuiKey_Backslash;
|
||||
case kVK_ANSI_Comma: return ImGuiKey_Comma;
|
||||
case kVK_ANSI_Slash: return ImGuiKey_Slash;
|
||||
case kVK_ANSI_N: return ImGuiKey_N;
|
||||
case kVK_ANSI_M: return ImGuiKey_M;
|
||||
case kVK_ANSI_Period: return ImGuiKey_Period;
|
||||
case kVK_ANSI_Grave: return ImGuiKey_GraveAccent;
|
||||
case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal;
|
||||
case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply;
|
||||
case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd;
|
||||
case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock;
|
||||
case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide;
|
||||
case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter;
|
||||
case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract;
|
||||
case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual;
|
||||
case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0;
|
||||
case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1;
|
||||
case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2;
|
||||
case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3;
|
||||
case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4;
|
||||
case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5;
|
||||
case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6;
|
||||
case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7;
|
||||
case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8;
|
||||
case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9;
|
||||
case kVK_Return: return ImGuiKey_Enter;
|
||||
case kVK_Tab: return ImGuiKey_Tab;
|
||||
case kVK_Space: return ImGuiKey_Space;
|
||||
case kVK_Delete: return ImGuiKey_Backspace;
|
||||
case kVK_Escape: return ImGuiKey_Escape;
|
||||
case kVK_CapsLock: return ImGuiKey_CapsLock;
|
||||
case kVK_Control: return ImGuiKey_LeftCtrl;
|
||||
case kVK_Shift: return ImGuiKey_LeftShift;
|
||||
case kVK_Option: return ImGuiKey_LeftAlt;
|
||||
case kVK_Command: return ImGuiKey_LeftSuper;
|
||||
case kVK_RightControl: return ImGuiKey_RightCtrl;
|
||||
case kVK_RightShift: return ImGuiKey_RightShift;
|
||||
case kVK_RightOption: return ImGuiKey_RightAlt;
|
||||
case kVK_RightCommand: return ImGuiKey_RightSuper;
|
||||
// case kVK_Function: return ImGuiKey_;
|
||||
// case kVK_VolumeUp: return ImGuiKey_;
|
||||
// case kVK_VolumeDown: return ImGuiKey_;
|
||||
// case kVK_Mute: return ImGuiKey_;
|
||||
case kVK_F1: return ImGuiKey_F1;
|
||||
case kVK_F2: return ImGuiKey_F2;
|
||||
case kVK_F3: return ImGuiKey_F3;
|
||||
case kVK_F4: return ImGuiKey_F4;
|
||||
case kVK_F5: return ImGuiKey_F5;
|
||||
case kVK_F6: return ImGuiKey_F6;
|
||||
case kVK_F7: return ImGuiKey_F7;
|
||||
case kVK_F8: return ImGuiKey_F8;
|
||||
case kVK_F9: return ImGuiKey_F9;
|
||||
case kVK_F10: return ImGuiKey_F10;
|
||||
case kVK_F11: return ImGuiKey_F11;
|
||||
case kVK_F12: return ImGuiKey_F12;
|
||||
case kVK_F13: return ImGuiKey_F13;
|
||||
case kVK_F14: return ImGuiKey_F14;
|
||||
case kVK_F15: return ImGuiKey_F15;
|
||||
case kVK_F16: return ImGuiKey_F16;
|
||||
case kVK_F17: return ImGuiKey_F17;
|
||||
case kVK_F18: return ImGuiKey_F18;
|
||||
case kVK_F19: return ImGuiKey_F19;
|
||||
case kVK_F20: return ImGuiKey_F20;
|
||||
case 0x6E: return ImGuiKey_Menu;
|
||||
case kVK_Help: return ImGuiKey_Insert;
|
||||
case kVK_Home: return ImGuiKey_Home;
|
||||
case kVK_PageUp: return ImGuiKey_PageUp;
|
||||
case kVK_ForwardDelete: return ImGuiKey_Delete;
|
||||
case kVK_End: return ImGuiKey_End;
|
||||
case kVK_PageDown: return ImGuiKey_PageDown;
|
||||
case kVK_LeftArrow: return ImGuiKey_LeftArrow;
|
||||
case kVK_RightArrow: return ImGuiKey_RightArrow;
|
||||
case kVK_DownArrow: return ImGuiKey_DownArrow;
|
||||
case kVK_UpArrow: return ImGuiKey_UpArrow;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {
|
||||
return ImGui_ImplOSX_Init((__bridge NSView*)(view));
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
|
||||
return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
bool ImGui_ImplOSX_Init(NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
const int offset_for_function_keys = 256 - 0xF700;
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Backspace] = 127;
|
||||
io.KeyMap[ImGuiKey_Space] = 32;
|
||||
io.KeyMap[ImGuiKey_Enter] = 13;
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = 3;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
bd->Observer = [ImGuiObserver new];
|
||||
|
||||
// Load cursors. Some of them are undocumented.
|
||||
g_MouseCursorHidden = false;
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
||||
bd->MouseCursorHidden = false;
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
||||
|
||||
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
|
||||
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
|
||||
@ -151,11 +429,11 @@ bool ImGui_ImplOSX_Init()
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
|
||||
if (![available isEqualToString:NSPasteboardTypeString])
|
||||
return NULL;
|
||||
return nullptr;
|
||||
|
||||
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
|
||||
if (string == nil)
|
||||
return NULL;
|
||||
return nullptr;
|
||||
|
||||
const char* string_c = (const char*)[string UTF8String];
|
||||
size_t string_len = strlen(string_c);
|
||||
@ -165,35 +443,65 @@ bool ImGui_ImplOSX_Init()
|
||||
return s_clipboard.Data;
|
||||
};
|
||||
|
||||
g_FocusObserver = [[ImFocusObserver alloc] init];
|
||||
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
|
||||
[[NSNotificationCenter defaultCenter] addObserver:bd->Observer
|
||||
selector:@selector(onApplicationBecomeActive:)
|
||||
name:NSApplicationDidBecomeActiveNotification
|
||||
object:nil];
|
||||
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
|
||||
[[NSNotificationCenter defaultCenter] addObserver:bd->Observer
|
||||
selector:@selector(onApplicationBecomeInactive:)
|
||||
name:NSApplicationDidResignActiveNotification
|
||||
object:nil];
|
||||
|
||||
// Add the NSTextInputClient to the view hierarchy,
|
||||
// to receive keyboard events and translate them to input text.
|
||||
bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
|
||||
bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder];
|
||||
[view addSubview:bd->KeyEventResponder];
|
||||
ImGui_ImplOSX_AddTrackingArea(view);
|
||||
|
||||
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
if (data->WantVisible)
|
||||
{
|
||||
[bd->InputContext activate];
|
||||
}
|
||||
else
|
||||
{
|
||||
[bd->InputContext discardMarkedText];
|
||||
[bd->InputContext invalidateCharacterCoordinates];
|
||||
[bd->InputContext deactivate];
|
||||
}
|
||||
[bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight];
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_Shutdown()
|
||||
{
|
||||
g_FocusObserver = NULL;
|
||||
}
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
|
||||
{
|
||||
// Update buttons
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
bd->Observer = nullptr;
|
||||
if (bd->Monitor != nullptr)
|
||||
{
|
||||
// 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[i] = g_MouseJustPressed[i] || g_MouseDown[i];
|
||||
g_MouseJustPressed[i] = false;
|
||||
[NSEvent removeMonitor:bd->Monitor];
|
||||
bd->Monitor = nullptr;
|
||||
}
|
||||
|
||||
ImGui_ImplOSX_DestroyBackendData();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
|
||||
@ -201,28 +509,100 @@ static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
if (!g_MouseCursorHidden)
|
||||
if (!bd->MouseCursorHidden)
|
||||
{
|
||||
g_MouseCursorHidden = true;
|
||||
bd->MouseCursorHidden = true;
|
||||
[NSCursor hide];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
[g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
|
||||
if (g_MouseCursorHidden)
|
||||
NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
// -[NSCursor set] generates measureable overhead if called unconditionally.
|
||||
if (desired != NSCursor.currentCursor)
|
||||
{
|
||||
g_MouseCursorHidden = false;
|
||||
[desired set];
|
||||
}
|
||||
if (bd->MouseCursorHidden)
|
||||
{
|
||||
bd->MouseCursorHidden = false;
|
||||
[NSCursor unhide];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
#if APPLE_HAS_CONTROLLER
|
||||
GCController* controller = GCController.current;
|
||||
#else
|
||||
GCController* controller = GCController.controllers.firstObject;
|
||||
#endif
|
||||
if (controller == nil || controller.extendedGamepad == nil)
|
||||
{
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
return;
|
||||
}
|
||||
|
||||
GCExtendedGamepad* gp = controller.extendedGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const float thumb_dead_zone = 0.0f;
|
||||
|
||||
#if APPLE_HAS_BUTTON_OPTIONS
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
|
||||
#endif
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f);
|
||||
#if APPLE_HAS_THUMBSTICKS
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton);
|
||||
#endif
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.WantTextInput)
|
||||
[bd->KeyEventResponder updateImePosWithView:view];
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size
|
||||
if (view)
|
||||
{
|
||||
const float dpi = (float)[view.window backingScaleFactor];
|
||||
@ -231,58 +611,96 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
}
|
||||
|
||||
// Setup time step
|
||||
if (g_Time == 0.0)
|
||||
g_Time = CFAbsoluteTimeGetCurrent();
|
||||
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
|
||||
io.DeltaTime = (float)(current_time - g_Time);
|
||||
g_Time = current_time;
|
||||
if (bd->Time == 0.0)
|
||||
bd->Time = GetMachAbsoluteTimeInSeconds();
|
||||
|
||||
ImGui_ImplOSX_UpdateMouseCursorAndButtons();
|
||||
double current_time = GetMachAbsoluteTimeInSeconds();
|
||||
io.DeltaTime = (float)(current_time - bd->Time);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplOSX_UpdateMouseCursor();
|
||||
ImGui_ImplOSX_UpdateGamepads();
|
||||
ImGui_ImplOSX_UpdateImePosWithView(view);
|
||||
}
|
||||
|
||||
static int mapCharacterToKey(int c)
|
||||
// Must only be called for a mouse event, otherwise an exception occurs
|
||||
// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
|
||||
static ImGuiMouseSource GetMouseSource(NSEvent* event)
|
||||
{
|
||||
if (c >= 'a' && c <= 'z')
|
||||
return c - 'a' + 'A';
|
||||
if (c == 25) // SHIFT+TAB -> TAB
|
||||
return 9;
|
||||
if (c >= 0 && c < 256)
|
||||
return c;
|
||||
if (c >= 0xF700 && c < 0xF700 + 256)
|
||||
return c - 0xF700 + 256;
|
||||
return -1;
|
||||
switch (event.subtype)
|
||||
{
|
||||
case NSEventSubtypeTabletPoint:
|
||||
return ImGuiMouseSource_Pen;
|
||||
// macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
|
||||
// This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
|
||||
// There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
|
||||
// See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
|
||||
//case NSEventSubtypeTouch:
|
||||
// return ImGuiMouseSource_TouchScreen;
|
||||
case NSEventSubtypeMouseEvent:
|
||||
default:
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
|
||||
{
|
||||
int button = (int)[event buttonNumber];
|
||||
if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
|
||||
g_MouseDown[button] = g_MouseJustPressed[button] = true;
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
{
|
||||
io.AddMouseSourceEvent(GetMouseSource(event));
|
||||
io.AddMouseButtonEvent(button, true);
|
||||
}
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
|
||||
{
|
||||
int button = (int)[event buttonNumber];
|
||||
if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
|
||||
g_MouseDown[button] = false;
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
{
|
||||
io.AddMouseSourceEvent(GetMouseSource(event));
|
||||
io.AddMouseButtonEvent(button, false);
|
||||
}
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
|
||||
{
|
||||
NSPoint mousePoint = event.locationInWindow;
|
||||
if (event.window == nil)
|
||||
mousePoint = [[view window] convertPointFromScreen:mousePoint];
|
||||
mousePoint = [view convertPoint:mousePoint fromView:nil];
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
io.MousePos = ImVec2((float)mousePoint.x, (float)mousePoint.y);
|
||||
if ([view isFlipped])
|
||||
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
|
||||
else
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
io.AddMouseSourceEvent(GetMouseSource(event));
|
||||
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeScrollWheel)
|
||||
{
|
||||
// Ignore canceled events.
|
||||
//
|
||||
// From macOS 12.1, scrolling with two fingers and then decelerating
|
||||
// by tapping two fingers results in two events appearing:
|
||||
//
|
||||
// 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps
|
||||
// two fingers to decelerate or stop the scroll events.
|
||||
//
|
||||
// 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the
|
||||
// two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and
|
||||
// scrollingDeltaY. When these are added to the current x and y positions of the scrolling view,
|
||||
// it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here.
|
||||
if (event.phase == NSEventPhaseCancelled)
|
||||
return false;
|
||||
|
||||
double wheel_dx = 0.0;
|
||||
double wheel_dy = 0.0;
|
||||
|
||||
@ -293,77 +711,101 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
wheel_dy = [event scrollingDeltaY];
|
||||
if ([event hasPreciseScrollingDeltas])
|
||||
{
|
||||
wheel_dx *= 0.1;
|
||||
wheel_dy *= 0.1;
|
||||
wheel_dx *= 0.01;
|
||||
wheel_dy *= 0.01;
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
|
||||
{
|
||||
wheel_dx = [event deltaX];
|
||||
wheel_dy = [event deltaY];
|
||||
wheel_dx = [event deltaX] * 0.1;
|
||||
wheel_dy = [event deltaY] * 0.1;
|
||||
}
|
||||
if (wheel_dx != 0.0 || wheel_dy != 0.0)
|
||||
io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy);
|
||||
|
||||
if (fabs(wheel_dx) > 0.0)
|
||||
io.MouseWheelH += (float)wheel_dx * 0.1f;
|
||||
if (fabs(wheel_dy) > 0.0)
|
||||
io.MouseWheel += (float)wheel_dy * 0.1f;
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
// FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
|
||||
if (event.type == NSEventTypeKeyDown)
|
||||
if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp)
|
||||
{
|
||||
NSString* str = [event characters];
|
||||
NSUInteger len = [str length];
|
||||
for (NSUInteger i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (!io.KeySuper && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
if ([event isARepeat])
|
||||
return io.WantCaptureKeyboard;
|
||||
|
||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||
int key = mapCharacterToKey(c);
|
||||
if (key != -1 && key < 256 && !io.KeySuper)
|
||||
resetKeys();
|
||||
if (key != -1)
|
||||
io.KeysDown[key] = true;
|
||||
}
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
int key_code = (int)[event keyCode];
|
||||
ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
|
||||
io.AddKeyEvent(key, event.type == NSEventTypeKeyDown);
|
||||
io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
|
||||
|
||||
if (event.type == NSEventTypeKeyUp)
|
||||
{
|
||||
NSString* str = [event characters];
|
||||
NSUInteger len = [str length];
|
||||
for (NSUInteger i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
int key = mapCharacterToKey(c);
|
||||
if (key != -1)
|
||||
io.KeysDown[key] = false;
|
||||
}
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeFlagsChanged)
|
||||
{
|
||||
unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
|
||||
unsigned short key_code = [event keyCode];
|
||||
NSEventModifierFlags modifier_flags = [event modifierFlags];
|
||||
|
||||
bool oldKeyCtrl = io.KeyCtrl;
|
||||
bool oldKeyShift = io.KeyShift;
|
||||
bool oldKeyAlt = io.KeyAlt;
|
||||
bool oldKeySuper = io.KeySuper;
|
||||
io.KeyCtrl = flags & NSEventModifierFlagControl;
|
||||
io.KeyShift = flags & NSEventModifierFlagShift;
|
||||
io.KeyAlt = flags & NSEventModifierFlagOption;
|
||||
io.KeySuper = flags & NSEventModifierFlagCommand;
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0);
|
||||
|
||||
ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
|
||||
if (key != ImGuiKey_None)
|
||||
{
|
||||
// macOS does not generate down/up event for modifiers. We're trying
|
||||
// to use hardware dependent masks to extract that information.
|
||||
// 'imgui_mask' is left as a fallback.
|
||||
NSEventModifierFlags mask = 0;
|
||||
switch (key)
|
||||
{
|
||||
case ImGuiKey_LeftCtrl: mask = 0x0001; break;
|
||||
case ImGuiKey_RightCtrl: mask = 0x2000; break;
|
||||
case ImGuiKey_LeftShift: mask = 0x0002; break;
|
||||
case ImGuiKey_RightShift: mask = 0x0004; break;
|
||||
case ImGuiKey_LeftSuper: mask = 0x0008; break;
|
||||
case ImGuiKey_RightSuper: mask = 0x0010; break;
|
||||
case ImGuiKey_LeftAlt: mask = 0x0020; break;
|
||||
case ImGuiKey_RightAlt: mask = 0x0040; break;
|
||||
default:
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
NSEventModifierFlags modifier_flags = [event modifierFlags];
|
||||
io.AddKeyEvent(key, (modifier_flags & mask) != 0);
|
||||
io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
// We must reset them as we will not receive any keyUp event if they where pressed with a modifier
|
||||
if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
|
||||
resetKeys();
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
|
||||
{
|
||||
// If we want to receive key events, we either need to be in the responder chain of the key view,
|
||||
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
|
||||
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
|
||||
// window, we'd want to be much more careful than just ingesting the complete event stream.
|
||||
// To match the behavior of other backends, we pass every event down to the OS.
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
if (bd->Monitor)
|
||||
return;
|
||||
NSEventMask eventMask = 0;
|
||||
eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel;
|
||||
eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged;
|
||||
eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged;
|
||||
eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged;
|
||||
eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
|
||||
bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask
|
||||
handler:^NSEvent* _Nullable(NSEvent* event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, view);
|
||||
return event;
|
||||
}];
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,443 +0,0 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (Prefer SDL 2.0.5+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint64 Time;
|
||||
bool MousePressed[3];
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0) io.MouseWheelH += 1;
|
||||
if (event->wheel.x < 0) io.MouseWheelH -= 1;
|
||||
if (event->wheel.y > 0) io.MouseWheel += 1;
|
||||
if (event->wheel.y < 0) io.MouseWheel -= 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.scancode;
|
||||
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
||||
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);
|
||||
#ifdef _WIN32
|
||||
io.KeySuper = false;
|
||||
#else
|
||||
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
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_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info))
|
||||
io.ImeWindowHandle = info.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
#endif
|
||||
|
||||
// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
// Update mouse buttons
|
||||
int mouse_x_local, mouse_y_local;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
|
||||
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & 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] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
|
||||
|
||||
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
|
||||
SDL_Window* mouse_window = NULL;
|
||||
if (hovered_window && bd->Window == hovered_window)
|
||||
mouse_window = hovered_window;
|
||||
else if (focused_window && bd->Window == focused_window)
|
||||
mouse_window = focused_window;
|
||||
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
// SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
|
||||
#endif
|
||||
|
||||
if (mouse_window == NULL)
|
||||
return;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
|
||||
|
||||
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Unlike local position obtained earlier this will be valid when straying out of bounds.
|
||||
int mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
{
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
@ -1,34 +0,0 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
753
backends/imgui_impl_sdl2.cpp
Normal file
753
backends/imgui_impl_sdl2.cpp
Normal file
@ -0,0 +1,753 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (Prefer SDL 2.0.5+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
||||
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
|
||||
// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
|
||||
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
|
||||
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
|
||||
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
|
||||
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
|
||||
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
|
||||
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
|
||||
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_sdl2.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MouseLastLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_GameController*> Gamepads;
|
||||
ImGui_ImplSDL2_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
|
||||
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
r.x = (int)data->InputPos.x;
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
}
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
{
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
case SDLK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case SDLK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case SDLK_UP: return ImGuiKey_UpArrow;
|
||||
case SDLK_DOWN: return ImGuiKey_DownArrow;
|
||||
case SDLK_PAGEUP: return ImGuiKey_PageUp;
|
||||
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
|
||||
case SDLK_HOME: return ImGuiKey_Home;
|
||||
case SDLK_END: return ImGuiKey_End;
|
||||
case SDLK_INSERT: return ImGuiKey_Insert;
|
||||
case SDLK_DELETE: return ImGuiKey_Delete;
|
||||
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case SDLK_SPACE: return ImGuiKey_Space;
|
||||
case SDLK_RETURN: return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||||
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA: return ImGuiKey_Comma;
|
||||
case SDLK_MINUS: return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD: return ImGuiKey_Period;
|
||||
case SDLK_SLASH: return ImGuiKey_Slash;
|
||||
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case SDLK_EQUALS: return ImGuiKey_Equal;
|
||||
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE: return ImGuiKey_Pause;
|
||||
case SDLK_KP_0: return ImGuiKey_Keypad0;
|
||||
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||||
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||||
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||||
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||||
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||||
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||||
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||||
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||||
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||||
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||||
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
||||
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
||||
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case SDLK_RALT: return ImGuiKey_RightAlt;
|
||||
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
||||
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
||||
case SDLK_0: return ImGuiKey_0;
|
||||
case SDLK_1: return ImGuiKey_1;
|
||||
case SDLK_2: return ImGuiKey_2;
|
||||
case SDLK_3: return ImGuiKey_3;
|
||||
case SDLK_4: return ImGuiKey_4;
|
||||
case SDLK_5: return ImGuiKey_5;
|
||||
case SDLK_6: return ImGuiKey_6;
|
||||
case SDLK_7: return ImGuiKey_7;
|
||||
case SDLK_8: return ImGuiKey_8;
|
||||
case SDLK_9: return ImGuiKey_9;
|
||||
case SDLK_a: return ImGuiKey_A;
|
||||
case SDLK_b: return ImGuiKey_B;
|
||||
case SDLK_c: return ImGuiKey_C;
|
||||
case SDLK_d: return ImGuiKey_D;
|
||||
case SDLK_e: return ImGuiKey_E;
|
||||
case SDLK_f: return ImGuiKey_F;
|
||||
case SDLK_g: return ImGuiKey_G;
|
||||
case SDLK_h: return ImGuiKey_H;
|
||||
case SDLK_i: return ImGuiKey_I;
|
||||
case SDLK_j: return ImGuiKey_J;
|
||||
case SDLK_k: return ImGuiKey_K;
|
||||
case SDLK_l: return ImGuiKey_L;
|
||||
case SDLK_m: return ImGuiKey_M;
|
||||
case SDLK_n: return ImGuiKey_N;
|
||||
case SDLK_o: return ImGuiKey_O;
|
||||
case SDLK_p: return ImGuiKey_P;
|
||||
case SDLK_q: return ImGuiKey_Q;
|
||||
case SDLK_r: return ImGuiKey_R;
|
||||
case SDLK_s: return ImGuiKey_S;
|
||||
case SDLK_t: return ImGuiKey_T;
|
||||
case SDLK_u: return ImGuiKey_U;
|
||||
case SDLK_v: return ImGuiKey_V;
|
||||
case SDLK_w: return ImGuiKey_W;
|
||||
case SDLK_x: return ImGuiKey_X;
|
||||
case SDLK_y: return ImGuiKey_Y;
|
||||
case SDLK_z: return ImGuiKey_Z;
|
||||
case SDLK_F1: return ImGuiKey_F1;
|
||||
case SDLK_F2: return ImGuiKey_F2;
|
||||
case SDLK_F3: return ImGuiKey_F3;
|
||||
case SDLK_F4: return ImGuiKey_F4;
|
||||
case SDLK_F5: return ImGuiKey_F5;
|
||||
case SDLK_F6: return ImGuiKey_F6;
|
||||
case SDLK_F7: return ImGuiKey_F7;
|
||||
case SDLK_F8: return ImGuiKey_F8;
|
||||
case SDLK_F9: return ImGuiKey_F9;
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
|
||||
float wheel_x = -event->wheel.preciseX;
|
||||
float wheel_y = event->wheel.preciseY;
|
||||
#else
|
||||
float wheel_x = -(float)event->wheel.x;
|
||||
float wheel_y = (float)event->wheel.y;
|
||||
#endif
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wheel_x /= 100.0f;
|
||||
#endif
|
||||
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||||
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
|
||||
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
|
||||
// - However we won't get a correct LEAVE event for a captured window.
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info))
|
||||
{
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
|
||||
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, renderer);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
int window_x, window_y, mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
SDL_GameControllerClose(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Update list of controller(s) to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
int joystick_count = SDL_NumJoysticks();
|
||||
for (int n = 0; n < joystick_count; n++)
|
||||
if (SDL_IsGameController(n))
|
||||
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
if (bd->Renderer != nullptr)
|
||||
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
|
||||
else
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 1;
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
45
backends/imgui_impl_sdl2.h
Normal file
45
backends/imgui_impl_sdl2.h
Normal file
@ -0,0 +1,45 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
697
backends/imgui_impl_sdl3.cpp
Normal file
697
backends/imgui_impl_sdl3.cpp
Normal file
@ -0,0 +1,697 @@
|
||||
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
|
||||
// 2023-11-13: Updated for recent SDL3 API changes.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
||||
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
|
||||
// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_sdl3.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL3/SDL.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL3_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MousePendingLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_Gamepad*> Gamepads;
|
||||
ImGui_ImplSDL3_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
r.x = (int)data->InputPos.x;
|
||||
r.y = (int)data->InputPos.y;
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
}
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
{
|
||||
switch (keycode)
|
||||
{
|
||||
case SDLK_TAB: return ImGuiKey_Tab;
|
||||
case SDLK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case SDLK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case SDLK_UP: return ImGuiKey_UpArrow;
|
||||
case SDLK_DOWN: return ImGuiKey_DownArrow;
|
||||
case SDLK_PAGEUP: return ImGuiKey_PageUp;
|
||||
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
|
||||
case SDLK_HOME: return ImGuiKey_Home;
|
||||
case SDLK_END: return ImGuiKey_End;
|
||||
case SDLK_INSERT: return ImGuiKey_Insert;
|
||||
case SDLK_DELETE: return ImGuiKey_Delete;
|
||||
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case SDLK_SPACE: return ImGuiKey_Space;
|
||||
case SDLK_RETURN: return ImGuiKey_Enter;
|
||||
case SDLK_ESCAPE: return ImGuiKey_Escape;
|
||||
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case SDLK_COMMA: return ImGuiKey_Comma;
|
||||
case SDLK_MINUS: return ImGuiKey_Minus;
|
||||
case SDLK_PERIOD: return ImGuiKey_Period;
|
||||
case SDLK_SLASH: return ImGuiKey_Slash;
|
||||
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case SDLK_EQUALS: return ImGuiKey_Equal;
|
||||
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
|
||||
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
|
||||
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
|
||||
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
|
||||
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case SDLK_PAUSE: return ImGuiKey_Pause;
|
||||
case SDLK_KP_0: return ImGuiKey_Keypad0;
|
||||
case SDLK_KP_1: return ImGuiKey_Keypad1;
|
||||
case SDLK_KP_2: return ImGuiKey_Keypad2;
|
||||
case SDLK_KP_3: return ImGuiKey_Keypad3;
|
||||
case SDLK_KP_4: return ImGuiKey_Keypad4;
|
||||
case SDLK_KP_5: return ImGuiKey_Keypad5;
|
||||
case SDLK_KP_6: return ImGuiKey_Keypad6;
|
||||
case SDLK_KP_7: return ImGuiKey_Keypad7;
|
||||
case SDLK_KP_8: return ImGuiKey_Keypad8;
|
||||
case SDLK_KP_9: return ImGuiKey_Keypad9;
|
||||
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
|
||||
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case SDLK_LALT: return ImGuiKey_LeftAlt;
|
||||
case SDLK_LGUI: return ImGuiKey_LeftSuper;
|
||||
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
|
||||
case SDLK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case SDLK_RALT: return ImGuiKey_RightAlt;
|
||||
case SDLK_RGUI: return ImGuiKey_RightSuper;
|
||||
case SDLK_APPLICATION: return ImGuiKey_Menu;
|
||||
case SDLK_0: return ImGuiKey_0;
|
||||
case SDLK_1: return ImGuiKey_1;
|
||||
case SDLK_2: return ImGuiKey_2;
|
||||
case SDLK_3: return ImGuiKey_3;
|
||||
case SDLK_4: return ImGuiKey_4;
|
||||
case SDLK_5: return ImGuiKey_5;
|
||||
case SDLK_6: return ImGuiKey_6;
|
||||
case SDLK_7: return ImGuiKey_7;
|
||||
case SDLK_8: return ImGuiKey_8;
|
||||
case SDLK_9: return ImGuiKey_9;
|
||||
case SDLK_a: return ImGuiKey_A;
|
||||
case SDLK_b: return ImGuiKey_B;
|
||||
case SDLK_c: return ImGuiKey_C;
|
||||
case SDLK_d: return ImGuiKey_D;
|
||||
case SDLK_e: return ImGuiKey_E;
|
||||
case SDLK_f: return ImGuiKey_F;
|
||||
case SDLK_g: return ImGuiKey_G;
|
||||
case SDLK_h: return ImGuiKey_H;
|
||||
case SDLK_i: return ImGuiKey_I;
|
||||
case SDLK_j: return ImGuiKey_J;
|
||||
case SDLK_k: return ImGuiKey_K;
|
||||
case SDLK_l: return ImGuiKey_L;
|
||||
case SDLK_m: return ImGuiKey_M;
|
||||
case SDLK_n: return ImGuiKey_N;
|
||||
case SDLK_o: return ImGuiKey_O;
|
||||
case SDLK_p: return ImGuiKey_P;
|
||||
case SDLK_q: return ImGuiKey_Q;
|
||||
case SDLK_r: return ImGuiKey_R;
|
||||
case SDLK_s: return ImGuiKey_S;
|
||||
case SDLK_t: return ImGuiKey_T;
|
||||
case SDLK_u: return ImGuiKey_U;
|
||||
case SDLK_v: return ImGuiKey_V;
|
||||
case SDLK_w: return ImGuiKey_W;
|
||||
case SDLK_x: return ImGuiKey_X;
|
||||
case SDLK_y: return ImGuiKey_Y;
|
||||
case SDLK_z: return ImGuiKey_Z;
|
||||
case SDLK_F1: return ImGuiKey_F1;
|
||||
case SDLK_F2: return ImGuiKey_F2;
|
||||
case SDLK_F3: return ImGuiKey_F3;
|
||||
case SDLK_F4: return ImGuiKey_F4;
|
||||
case SDLK_F5: return ImGuiKey_F5;
|
||||
case SDLK_F6: return ImGuiKey_F6;
|
||||
case SDLK_F7: return ImGuiKey_F7;
|
||||
case SDLK_F8: return ImGuiKey_F8;
|
||||
case SDLK_F9: return ImGuiKey_F9;
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_EVENT_MOUSE_MOTION:
|
||||
{
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_MOUSE_WHEEL:
|
||||
{
|
||||
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
|
||||
float wheel_x = -event->wheel.x;
|
||||
float wheel_y = event->wheel.y;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wheel_x /= 100.0f;
|
||||
#endif
|
||||
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case SDL_EVENT_MOUSE_BUTTON_UP:
|
||||
{
|
||||
int mouse_button = -1;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
|
||||
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
|
||||
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
|
||||
if (mouse_button == -1)
|
||||
break;
|
||||
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
|
||||
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
|
||||
bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_TEXT_INPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
case SDL_EVENT_KEY_UP:
|
||||
{
|
||||
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
|
||||
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
|
||||
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
return true;
|
||||
}
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
||||
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
|
||||
{
|
||||
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||
io.AddFocusEvent(true);
|
||||
return true;
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
|
||||
{
|
||||
IM_UNUSED(window);
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(__WIN32__) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Renderer = renderer;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
|
||||
{
|
||||
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
SDL_Window* focused_window = bd->Window;
|
||||
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
float mouse_x_global, mouse_y_global;
|
||||
int window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
|
||||
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_HideCursor();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
SDL_CloseGamepad(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
|
||||
// Update list of gamepads to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
int sdl_gamepads_count = 0;
|
||||
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
||||
for (int n = 0; n < sdl_gamepads_count; n++)
|
||||
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 1;
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL3_UpdateMouseData();
|
||||
ImGui_ImplSDL3_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL3_UpdateGamepads();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
47
backends/imgui_impl_sdl3.h
Normal file
47
backends/imgui_impl_sdl3.h
Normal file
@ -0,0 +1,47 @@
|
||||
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
266
backends/imgui_impl_sdlrenderer2.cpp
Normal file
266
backends/imgui_impl_sdlrenderer2.cpp
Normal file
@ -0,0 +1,266 @@
|
||||
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
|
||||
// (Requires: SDL 2.0.17+)
|
||||
|
||||
// Note how SDL_Renderer is an _optional_ component of SDL2.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
// If your application will want to render any non trivial amount of graphics other than UI,
|
||||
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
|
||||
// it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
|
||||
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
|
||||
// 2021-09-21: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_sdlrenderer2.h"
|
||||
#include <stdint.h> // intptr_t
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#if !SDL_VERSION_ATLEAST(2,0,17)
|
||||
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
|
||||
#endif
|
||||
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer2_Data
|
||||
{
|
||||
SDL_Renderer* SDLRenderer;
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->SDLRenderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer2_SetupRenderState()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
|
||||
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
float rsx = 1.0f;
|
||||
float rsy = 1.0f;
|
||||
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
|
||||
ImVec2 render_scale;
|
||||
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||||
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Backup SDL_Renderer state that will be modified to restore it afterwards
|
||||
struct BackupSDLRendererState
|
||||
{
|
||||
SDL_Rect Viewport;
|
||||
bool ClipEnabled;
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = render_scale;
|
||||
|
||||
// Render command lists
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLRenderer2_SetupRenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
#if SDL_VERSION_ATLEAST(2,0,19)
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
#else
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
#endif
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||||
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
return false;
|
||||
}
|
||||
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
|
||||
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
io.Fonts->SetTexID(0);
|
||||
SDL_DestroyTexture(bd->FontTexture);
|
||||
bd->FontTexture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
39
backends/imgui_impl_sdlrenderer2.h
Normal file
39
backends/imgui_impl_sdlrenderer2.h
Normal file
@ -0,0 +1,39 @@
|
||||
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
|
||||
// (Requires: SDL 2.0.17+)
|
||||
|
||||
// Note how SDL_Renderer is an _optional_ component of SDL2.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
// If your application will want to render any non trivial amount of graphics other than UI,
|
||||
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
|
||||
// it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
struct SDL_Renderer;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
260
backends/imgui_impl_sdlrenderer3.cpp
Normal file
260
backends/imgui_impl_sdlrenderer3.cpp
Normal file
@ -0,0 +1,260 @@
|
||||
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
|
||||
// (Requires: SDL 3.0.0+)
|
||||
|
||||
// Note how SDL_Renderer is an _optional_ component of SDL3.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
// If your application will want to render any non trivial amount of graphics other than UI,
|
||||
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
|
||||
// it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
|
||||
// 2023-05-30: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_sdlrenderer3.h"
|
||||
#include <stdint.h> // intptr_t
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// SDL
|
||||
#include <SDL3/SDL.h>
|
||||
#if !SDL_VERSION_ATLEAST(3,0,0)
|
||||
#error This backend requires SDL 3.0.0+
|
||||
#endif
|
||||
|
||||
// SDL_Renderer data
|
||||
struct ImGui_ImplSDLRenderer3_Data
|
||||
{
|
||||
SDL_Renderer* SDLRenderer;
|
||||
SDL_Texture* FontTexture;
|
||||
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_sdlrenderer3";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->SDLRenderer = renderer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDLRenderer3_SetupRenderState()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// Clear out any viewports and cliprect set by the user
|
||||
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// If there's a scale factor set by the user, use that instead
|
||||
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
|
||||
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
|
||||
float rsx = 1.0f;
|
||||
float rsy = 1.0f;
|
||||
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
|
||||
ImVec2 render_scale;
|
||||
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
|
||||
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Backup SDL_Renderer state that will be modified to restore it afterwards
|
||||
struct BackupSDLRendererState
|
||||
{
|
||||
SDL_Rect Viewport;
|
||||
bool ViewportEnabled;
|
||||
bool ClipEnabled;
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = render_scale;
|
||||
|
||||
// Render command lists
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState();
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplSDLRenderer3_SetupRenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, &r);
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
|
||||
xy, (int)sizeof(ImDrawVert),
|
||||
color, (int)sizeof(ImDrawVert),
|
||||
uv, (int)sizeof(ImDrawVert),
|
||||
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||||
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
||||
if (bd->FontTexture == nullptr)
|
||||
{
|
||||
SDL_Log("error creating texture");
|
||||
return false;
|
||||
}
|
||||
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
|
||||
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
io.Fonts->SetTexID(0);
|
||||
SDL_DestroyTexture(bd->FontTexture);
|
||||
bd->FontTexture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
39
backends/imgui_impl_sdlrenderer3.h
Normal file
39
backends/imgui_impl_sdlrenderer3.h
Normal file
@ -0,0 +1,39 @@
|
||||
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
|
||||
// (Requires: SDL 3.0.0+)
|
||||
|
||||
// Note how SDL_Renderer is an _optional_ component of SDL3.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
// If your application will want to render any non trivial amount of graphics other than UI,
|
||||
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
|
||||
// it might be difficult to step out of those boundaries.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct SDL_Renderer;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
File diff suppressed because it is too large
Load Diff
@ -2,18 +2,23 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
||||
// See imgui_impl_vulkan.cpp file for details.
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
@ -22,6 +27,7 @@
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
// [Configuration] in order to use a custom Vulkan function loader:
|
||||
@ -40,9 +46,20 @@
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
||||
#define NOMINMAX
|
||||
#include <vulkan/vulkan.h>
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#endif
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
||||
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
@ -51,28 +68,47 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkDescriptorPool DescriptorPool; // See requirements in note above
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
|
||||
// (Optional)
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t Subpass;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
|
||||
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
|
||||
bool UseDynamicRendering;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
|
||||
#endif
|
||||
|
||||
// (Optional) Allocation, Debugging
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
|
||||
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
|
||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
||||
|
||||
// Optional: load Vulkan functions with a custom function loader
|
||||
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
@ -81,8 +117,8 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loade
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
@ -131,19 +167,22 @@ struct ImGui_ImplVulkanH_Window
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
bool UseDynamicRendering;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
||||
ClearEnable = true;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -4,15 +4,31 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
|
||||
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
|
||||
// 2024-01-22: Fixed pipeline layout leak. (#7245)
|
||||
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
|
||||
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
|
||||
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
|
||||
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
|
||||
// 2022-11-24: Fixed validation error with default depth buffer settings.
|
||||
// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
|
||||
// 2021-08-24: Fixed for latest specs.
|
||||
// 2021-05-24: Add support for draw_data->FramebufferScale.
|
||||
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
|
||||
@ -20,37 +36,27 @@
|
||||
// 2021-01-28: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <limits.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
|
||||
|
||||
#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
|
||||
#error "Requires at least emscripten 2.0.20"
|
||||
#endif
|
||||
|
||||
// Dear ImGui prototypes from imgui_internal.h
|
||||
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
|
||||
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
|
||||
|
||||
// WebGPU data
|
||||
static WGPUDevice g_wgpuDevice = NULL;
|
||||
static WGPUQueue g_defaultQueue = NULL;
|
||||
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
static WGPURenderPipeline g_pipelineState = NULL;
|
||||
|
||||
struct RenderResources
|
||||
{
|
||||
WGPUTexture FontTexture; // Font texture
|
||||
WGPUTextureView FontTextureView; // Texture view for font texture
|
||||
WGPUSampler Sampler; // Sampler for the font texture
|
||||
WGPUBuffer Uniforms; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
|
||||
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||
WGPUTexture FontTexture = nullptr; // Font texture
|
||||
WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
|
||||
WGPUSampler Sampler = nullptr; // Sampler for the font texture
|
||||
WGPUBuffer Uniforms = nullptr; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
|
||||
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||
};
|
||||
static RenderResources g_resources;
|
||||
|
||||
struct FrameResources
|
||||
{
|
||||
@ -61,186 +67,158 @@ struct FrameResources
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
static FrameResources* g_pFrameResources = NULL;
|
||||
static unsigned int g_numFramesInFlight = 0;
|
||||
static unsigned int g_frameIndex = UINT_MAX;
|
||||
|
||||
struct Uniforms
|
||||
{
|
||||
float MVP[4][4];
|
||||
float Gamma;
|
||||
};
|
||||
|
||||
struct ImGui_ImplWGPU_Data
|
||||
{
|
||||
ImGui_ImplWGPU_InitInfo initInfo;
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// SHADERS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// glsl_shader.vert, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
||||
/*
|
||||
#version 450 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
layout(set=0, binding = 0) uniform transform { mat4 mvp; };
|
||||
|
||||
out gl_PerVertex { vec4 gl_Position; };
|
||||
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out.Color = aColor;
|
||||
Out.UV = aUV;
|
||||
gl_Position = mvp * vec4(aPos, 0, 1);
|
||||
}
|
||||
*/
|
||||
static uint32_t __glsl_shader_vert_spv[] =
|
||||
{
|
||||
0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
||||
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
|
||||
0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
||||
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
|
||||
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
|
||||
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
|
||||
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
|
||||
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
|
||||
0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
|
||||
0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
|
||||
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
|
||||
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
|
||||
0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
|
||||
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
|
||||
0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
|
||||
0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
|
||||
0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
|
||||
0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
|
||||
0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
|
||||
0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
|
||||
0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
|
||||
0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
|
||||
0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
|
||||
0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
|
||||
0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
|
||||
0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
|
||||
0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
|
||||
0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
|
||||
0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
|
||||
0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
|
||||
0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
|
||||
0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
|
||||
0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
|
||||
0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
|
||||
0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
|
||||
0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
|
||||
0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
|
||||
0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
|
||||
0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
|
||||
static const char __shader_vert_wgsl[] = R"(
|
||||
struct VertexInput {
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) uv: vec2<f32>,
|
||||
@location(2) color: vec4<f32>,
|
||||
};
|
||||
|
||||
// glsl_shader.frag, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
||||
/*
|
||||
#version 450 core
|
||||
layout(location = 0) out vec4 fColor;
|
||||
layout(set=0, binding=1) uniform sampler s;
|
||||
layout(set=1, binding=0) uniform texture2D t;
|
||||
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
|
||||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
|
||||
}
|
||||
*/
|
||||
static uint32_t __glsl_shader_frag_spv[] =
|
||||
{
|
||||
0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
||||
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
|
||||
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
||||
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
|
||||
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
|
||||
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
|
||||
0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
|
||||
0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
|
||||
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
|
||||
0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
|
||||
0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
|
||||
0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
|
||||
0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
|
||||
0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
|
||||
0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
|
||||
0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
|
||||
0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
|
||||
0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
|
||||
0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
|
||||
0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
|
||||
0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
|
||||
0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
|
||||
0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
|
||||
0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
|
||||
0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
|
||||
0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
|
||||
0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
@location(1) uv: vec2<f32>,
|
||||
};
|
||||
|
||||
struct Uniforms {
|
||||
mvp: mat4x4<f32>,
|
||||
gamma: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
|
||||
|
||||
@vertex
|
||||
fn main(in: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
|
||||
out.color = in.color;
|
||||
out.uv = in.uv;
|
||||
return out;
|
||||
}
|
||||
)";
|
||||
|
||||
static const char __shader_frag_wgsl[] = R"(
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
@location(1) uv: vec2<f32>,
|
||||
};
|
||||
|
||||
struct Uniforms {
|
||||
mvp: mat4x4<f32>,
|
||||
gamma: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
|
||||
@group(0) @binding(1) var s: sampler;
|
||||
@group(1) @binding(0) var t: texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let color = in.color * textureSample(t, s, in.uv);
|
||||
let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
|
||||
return vec4<f32>(corrected_color, color.a);
|
||||
}
|
||||
)";
|
||||
|
||||
static void SafeRelease(ImDrawIdx*& res)
|
||||
{
|
||||
if (res)
|
||||
delete[] res;
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(ImDrawVert*& res)
|
||||
{
|
||||
if (res)
|
||||
delete[] res;
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUBindGroupLayout& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuBindGroupLayoutRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUBindGroup& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuBindGroupRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUBuffer& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuBufferRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUPipelineLayout& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuPipelineLayoutRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPURenderPipeline& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuRenderPipelineRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUSampler& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuSamplerRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUShaderModule& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuShaderModuleRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTextureView& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureViewRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTexture& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureRelease(res);
|
||||
res = NULL;
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
static void SafeRelease(RenderResources& res)
|
||||
@ -262,35 +240,39 @@ static void SafeRelease(FrameResources& res)
|
||||
SafeRelease(res.VertexBufferHost);
|
||||
}
|
||||
|
||||
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
|
||||
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
|
||||
{
|
||||
WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
|
||||
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
|
||||
spirv_desc.codeSize = binary_data_size;
|
||||
spirv_desc.code = binary_data;
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
|
||||
WGPUShaderModuleDescriptor desc;
|
||||
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
|
||||
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
|
||||
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
|
||||
wgsl_desc.code = wgsl_source;
|
||||
|
||||
WGPUShaderModuleDescriptor desc = {};
|
||||
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
|
||||
|
||||
WGPUProgrammableStageDescriptor stage_desc = {};
|
||||
stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
|
||||
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
||||
stage_desc.entryPoint = "main";
|
||||
return stage_desc;
|
||||
}
|
||||
|
||||
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
|
||||
{
|
||||
WGPUBindGroupEntry image_bg_entries[] = { { 0, 0, 0, 0, 0, texture } };
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
|
||||
|
||||
WGPUBindGroupDescriptor image_bg_descriptor = {};
|
||||
image_bg_descriptor.layout = layout;
|
||||
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
image_bg_descriptor.entries = image_bg_entries;
|
||||
return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
|
||||
return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
{
|
||||
@ -305,17 +287,48 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
|
||||
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
|
||||
float gamma;
|
||||
switch (bd->renderTargetFormat)
|
||||
{
|
||||
case WGPUTextureFormat_ASTC10x10UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC10x5UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC10x6UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC10x8UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC12x10UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC12x12UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC4x4UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC5x5UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC6x5UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC6x6UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC8x5UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC8x6UnormSrgb:
|
||||
case WGPUTextureFormat_ASTC8x8UnormSrgb:
|
||||
case WGPUTextureFormat_BC1RGBAUnormSrgb:
|
||||
case WGPUTextureFormat_BC2RGBAUnormSrgb:
|
||||
case WGPUTextureFormat_BC3RGBAUnormSrgb:
|
||||
case WGPUTextureFormat_BC7RGBAUnormSrgb:
|
||||
case WGPUTextureFormat_BGRA8UnormSrgb:
|
||||
case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
|
||||
case WGPUTextureFormat_ETC2RGB8UnormSrgb:
|
||||
case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
|
||||
case WGPUTextureFormat_RGBA8UnormSrgb:
|
||||
gamma = 2.2f;
|
||||
break;
|
||||
default:
|
||||
gamma = 1.0f;
|
||||
}
|
||||
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0);
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, 0);
|
||||
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||||
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
|
||||
|
||||
// Setup blend factor
|
||||
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
||||
@ -327,16 +340,19 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
||||
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
// FIXME: Assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
g_frameIndex = g_frameIndex + 1;
|
||||
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
bd->frameIndex = bd->frameIndex + 1;
|
||||
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (fr->VertexBuffer)
|
||||
{
|
||||
@ -348,19 +364,19 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
|
||||
WGPUBufferDescriptor vb_desc =
|
||||
{
|
||||
NULL,
|
||||
nullptr,
|
||||
"Dear ImGui Vertex buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
||||
fr->VertexBufferSize * sizeof(ImDrawVert),
|
||||
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
|
||||
false
|
||||
};
|
||||
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
|
||||
fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
|
||||
if (!fr->VertexBuffer)
|
||||
return;
|
||||
|
||||
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (fr->IndexBuffer)
|
||||
{
|
||||
@ -372,13 +388,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
|
||||
WGPUBufferDescriptor ib_desc =
|
||||
{
|
||||
NULL,
|
||||
nullptr,
|
||||
"Dear ImGui Index buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
||||
fr->IndexBufferSize * sizeof(ImDrawIdx),
|
||||
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
|
||||
false
|
||||
};
|
||||
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
|
||||
fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
|
||||
if (!fr->IndexBuffer)
|
||||
return;
|
||||
|
||||
@ -396,10 +412,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
|
||||
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
||||
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
|
||||
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
|
||||
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
||||
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
||||
|
||||
// Setup desired render state
|
||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||
@ -416,7 +432,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
@ -430,25 +446,32 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
// Bind custom texture
|
||||
ImTextureID tex_id = pcmd->GetTexID();
|
||||
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
|
||||
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
||||
auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
||||
if (bind_group)
|
||||
{
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
||||
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
||||
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
|
||||
}
|
||||
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
uint32_t clip_rect[4];
|
||||
clip_rect[0] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.x - clip_off.x));
|
||||
clip_rect[1] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.y - clip_off.y));
|
||||
clip_rect[2] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.z - clip_off.x));
|
||||
clip_rect[3] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.w - clip_off.y));
|
||||
wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]);
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
|
||||
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle, Draw
|
||||
wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
|
||||
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
@ -460,6 +483,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height, size_pp;
|
||||
@ -476,8 +500,8 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
tex_desc.sampleCount = 1;
|
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_desc.mipLevelCount = 1;
|
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_Sampled;
|
||||
g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
|
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
|
||||
bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
|
||||
|
||||
WGPUTextureViewDescriptor tex_view_desc = {};
|
||||
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
@ -487,13 +511,13 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
tex_view_desc.baseArrayLayer = 0;
|
||||
tex_view_desc.arrayLayerCount = 1;
|
||||
tex_view_desc.aspect = WGPUTextureAspect_All;
|
||||
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
|
||||
bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
|
||||
}
|
||||
|
||||
// Upload texture data
|
||||
{
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
dst_view.texture = g_resources.FontTexture;
|
||||
dst_view.texture = bd->renderResources.FontTexture;
|
||||
dst_view.mipLevel = 0;
|
||||
dst_view.origin = { 0, 0, 0 };
|
||||
dst_view.aspect = WGPUTextureAspect_All;
|
||||
@ -502,74 +526,106 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
layout.bytesPerRow = width * size_pp;
|
||||
layout.rowsPerImage = height;
|
||||
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
|
||||
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
||||
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
||||
}
|
||||
|
||||
// Create the associated sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.magFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
|
||||
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
|
||||
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
WGPUBufferDescriptor ub_desc =
|
||||
{
|
||||
NULL,
|
||||
nullptr,
|
||||
"Dear ImGui Uniform buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
||||
sizeof(Uniforms),
|
||||
MEMALIGN(sizeof(Uniforms), 16),
|
||||
false
|
||||
};
|
||||
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
|
||||
bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (!bd->wgpuDevice)
|
||||
return false;
|
||||
if (g_pipelineState)
|
||||
if (bd->pipelineState)
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// Create render pipeline
|
||||
WGPURenderPipelineDescriptor2 graphics_pipeline_desc = {};
|
||||
WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
|
||||
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
|
||||
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
||||
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
||||
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
||||
graphics_pipeline_desc.multisample.count = 1;
|
||||
graphics_pipeline_desc.multisample.mask = UINT_MAX;
|
||||
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
|
||||
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
|
||||
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
|
||||
|
||||
// Bind group layouts
|
||||
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
||||
common_bg_layout_entries[0].binding = 0;
|
||||
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
|
||||
common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
|
||||
common_bg_layout_entries[1].binding = 1;
|
||||
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
|
||||
common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
|
||||
|
||||
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
|
||||
image_bg_layout_entries[0].binding = 0;
|
||||
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
|
||||
image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
|
||||
image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
|
||||
|
||||
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
|
||||
common_bg_layout_desc.entryCount = 2;
|
||||
common_bg_layout_desc.entries = common_bg_layout_entries;
|
||||
|
||||
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
|
||||
image_bg_layout_desc.entryCount = 1;
|
||||
image_bg_layout_desc.entries = image_bg_layout_entries;
|
||||
|
||||
WGPUBindGroupLayout bg_layouts[2];
|
||||
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
|
||||
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
|
||||
|
||||
WGPUPipelineLayoutDescriptor layout_desc = {};
|
||||
layout_desc.bindGroupLayoutCount = 2;
|
||||
layout_desc.bindGroupLayouts = bg_layouts;
|
||||
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
|
||||
|
||||
// Create the vertex shader
|
||||
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
|
||||
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
|
||||
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
|
||||
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
|
||||
|
||||
// Vertex input configuration
|
||||
WGPUVertexAttribute attribute_desc[] =
|
||||
{
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
||||
};
|
||||
|
||||
WGPUVertexBufferLayout buffer_layouts[1];
|
||||
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
|
||||
buffer_layouts[0].stepMode = WGPUInputStepMode_Vertex;
|
||||
buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
|
||||
buffer_layouts[0].attributeCount = 3;
|
||||
buffer_layouts[0].attributes = attribute_desc;
|
||||
|
||||
@ -577,7 +633,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
|
||||
|
||||
// Create the pixel shader
|
||||
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
|
||||
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
|
||||
|
||||
// Create the blending setup
|
||||
WGPUBlendState blend_state = {};
|
||||
@ -589,7 +645,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
|
||||
WGPUColorTargetState color_state = {};
|
||||
color_state.format = g_renderTargetFormat;
|
||||
color_state.format = bd->renderTargetFormat;
|
||||
color_state.blend = &blend_state;
|
||||
color_state.writeMask = WGPUColorWriteMask_All;
|
||||
|
||||
@ -603,42 +659,47 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
// Create depth-stencil State
|
||||
WGPUDepthStencilState depth_stencil_state = {};
|
||||
depth_stencil_state.depthBias = 0;
|
||||
depth_stencil_state.depthBiasClamp = 0;
|
||||
depth_stencil_state.depthBiasSlopeScale = 0;
|
||||
depth_stencil_state.format = bd->depthStencilFormat;
|
||||
depth_stencil_state.depthWriteEnabled = false;
|
||||
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
|
||||
|
||||
// Configure disabled depth-stencil state
|
||||
graphics_pipeline_desc.depthStencil = nullptr;
|
||||
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
|
||||
|
||||
g_pipelineState = wgpuDeviceCreateRenderPipeline2(g_wgpuDevice, &graphics_pipeline_desc);
|
||||
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture();
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupLayout bg_layouts[2];
|
||||
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
|
||||
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
|
||||
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
|
||||
{ 1, 0, 0, 0, g_resources.Sampler, 0 },
|
||||
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
|
||||
};
|
||||
|
||||
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
||||
common_bg_descriptor.layout = bg_layouts[0];
|
||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
common_bg_descriptor.entries = common_bg_entries;
|
||||
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
|
||||
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
|
||||
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
|
||||
g_resources.ImageBindGroup = image_bind_group;
|
||||
g_resources.ImageBindGroupLayout = bg_layouts[1];
|
||||
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
|
||||
bd->renderResources.ImageBindGroup = image_bind_group;
|
||||
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
|
||||
bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
SafeRelease(pixel_shader_desc.module);
|
||||
SafeRelease(graphics_pipeline_desc.layout);
|
||||
SafeRelease(bg_layouts[0]);
|
||||
|
||||
return true;
|
||||
@ -646,50 +707,57 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (!bd->wgpuDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(g_pipelineState);
|
||||
SafeRelease(g_resources);
|
||||
SafeRelease(bd->pipelineState);
|
||||
SafeRelease(bd->renderResources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
|
||||
SafeRelease(g_pFrameResources[i]);
|
||||
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
|
||||
SafeRelease(bd->pFrameResources[i]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
|
||||
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_wgpuDevice = device;
|
||||
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
|
||||
g_renderTargetFormat = rt_format;
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_frameIndex = UINT_MAX;
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||
bd->renderTargetFormat = init_info->RenderTargetFormat;
|
||||
bd->depthStencilFormat = init_info->DepthStencilFormat;
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
g_resources.FontTexture = NULL;
|
||||
g_resources.FontTextureView = NULL;
|
||||
g_resources.Sampler = NULL;
|
||||
g_resources.Uniforms = NULL;
|
||||
g_resources.CommonBindGroup = NULL;
|
||||
g_resources.ImageBindGroups.Data.reserve(100);
|
||||
g_resources.ImageBindGroup = NULL;
|
||||
g_resources.ImageBindGroupLayout = NULL;
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
bd->renderResources.FontTextureView = nullptr;
|
||||
bd->renderResources.Sampler = nullptr;
|
||||
bd->renderResources.Uniforms = nullptr;
|
||||
bd->renderResources.CommonBindGroup = nullptr;
|
||||
bd->renderResources.ImageBindGroups.Data.reserve(100);
|
||||
bd->renderResources.ImageBindGroup = nullptr;
|
||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||
for (int i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
fr->IndexBuffer = NULL;
|
||||
fr->VertexBuffer = NULL;
|
||||
fr->IndexBufferHost = NULL;
|
||||
fr->VertexBufferHost = NULL;
|
||||
FrameResources* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferHost = nullptr;
|
||||
fr->VertexBufferHost = nullptr;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
@ -699,17 +767,31 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
|
||||
void ImGui_ImplWGPU_Shutdown()
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = NULL;
|
||||
wgpuQueueRelease(g_defaultQueue);
|
||||
g_wgpuDevice = NULL;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
delete[] bd->pFrameResources;
|
||||
bd->pFrameResources = nullptr;
|
||||
wgpuQueueRelease(bd->defaultQueue);
|
||||
bd->wgpuDevice = nullptr;
|
||||
bd->numFramesInFlight = 0;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_NewFrame()
|
||||
{
|
||||
if (!g_pipelineState)
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
if (!bd->pipelineState)
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -4,18 +4,40 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
|
||||
// Initialization data, for ImGui_ImplWGPU_Init()
|
||||
struct ImGui_ImplWGPU_InitInfo
|
||||
{
|
||||
WGPUDevice Device;
|
||||
int NumFramesInFlight = 3;
|
||||
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUMultisampleState PipelineMultisampleState = {};
|
||||
|
||||
ImGui_ImplWGPU_InitInfo()
|
||||
{
|
||||
PipelineMultisampleState.count = 1;
|
||||
PipelineMultisampleState.mask = -1u;
|
||||
PipelineMultisampleState.alphaToCoverageEnabled = false;
|
||||
}
|
||||
};
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
|
||||
@ -23,3 +45,5 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,23 +1,29 @@
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
@ -33,8 +39,26 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
|
||||
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
|
||||
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
|
||||
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
|
||||
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
|
||||
@ -65,26 +89,28 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
||||
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
|
||||
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
HWND MouseHwnd;
|
||||
bool MouseTracked;
|
||||
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
|
||||
int MouseButtonsDown;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
bool HasGamepad;
|
||||
bool WantUpdateHasGamepad;
|
||||
UINT32 KeyboardCodePage;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bool HasGamepad;
|
||||
bool WantUpdateHasGamepad;
|
||||
HMODULE XInputDLL;
|
||||
PFN_XInputGetCapabilities XInputGetCapabilities;
|
||||
PFN_XInputGetState XInputGetState;
|
||||
#endif
|
||||
|
||||
ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
@ -93,14 +119,24 @@ struct ImGui_ImplWin32_Data
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||
{
|
||||
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
||||
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
||||
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
||||
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
||||
@ -116,39 +152,18 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
|
||||
io.ImeWindowHandle = hwnd;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
||||
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
// Set platform dependent data in viewport
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
|
||||
// Dynamically load XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
const char* xinput_dll_names[] =
|
||||
{
|
||||
"xinput1_4.dll", // Windows 8+
|
||||
@ -170,10 +185,22 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
return true;
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
return ImGui_ImplWin32_InitEx(hwnd, false);
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
|
||||
{
|
||||
// OpenGL needs CS_OWNDC
|
||||
return ImGui_ImplWin32_InitEx(hwnd, true);
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
@ -181,8 +208,9 @@ void ImGui_ImplWin32_Shutdown()
|
||||
::FreeLibrary(bd->XInputDLL);
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@ -196,7 +224,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
::SetCursor(NULL);
|
||||
::SetCursor(nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -214,43 +242,75 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
||||
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
||||
::SetCursor(::LoadCursor(nullptr, win32_cursor));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMousePos()
|
||||
static bool IsVkDown(int vk)
|
||||
{
|
||||
return (::GetKeyState(vk) & 0x8000) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(key, down);
|
||||
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
|
||||
IM_UNUSED(native_scancode);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
{
|
||||
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
|
||||
|
||||
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateKeyModifiers()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
const ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
HWND hovered_window = bd->MouseHwnd;
|
||||
HWND mouse_window = NULL;
|
||||
if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
|
||||
mouse_window = hovered_window;
|
||||
else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
|
||||
mouse_window = focused_window;
|
||||
if (mouse_window == NULL)
|
||||
return;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
const bool is_app_focused = (focused_window == bd->hWnd);
|
||||
if (is_app_focused)
|
||||
{
|
||||
POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
|
||||
if (::ClientToScreen(bd->hWnd, &pos))
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
if (::ClientToScreen(bd->hWnd, &pos))
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// Set Dear ImGui mouse position from OS position
|
||||
POINT pos;
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
|
||||
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
||||
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
||||
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
|
||||
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
|
||||
{
|
||||
POINT pos;
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
|
||||
io.AddMousePosEvent((float)pos.x, (float)pos.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
@ -259,47 +319,54 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
// return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (bd->WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps;
|
||||
XINPUT_CAPABILITIES caps = {};
|
||||
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
||||
bd->WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
XINPUT_STATE xinput_state;
|
||||
if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
{
|
||||
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
}
|
||||
|
||||
@ -307,7 +374,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
@ -321,7 +388,10 @@ void ImGui_ImplWin32_NewFrame()
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMousePos();
|
||||
ImGui_ImplWin32_UpdateMouseData();
|
||||
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
@ -335,6 +405,136 @@ void ImGui_ImplWin32_NewFrame()
|
||||
ImGui_ImplWin32_UpdateGamepads();
|
||||
}
|
||||
|
||||
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
|
||||
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
|
||||
|
||||
// Map VK_xxx to ImGuiKey_xxx.
|
||||
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
{
|
||||
switch (wParam)
|
||||
{
|
||||
case VK_TAB: return ImGuiKey_Tab;
|
||||
case VK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case VK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case VK_UP: return ImGuiKey_UpArrow;
|
||||
case VK_DOWN: return ImGuiKey_DownArrow;
|
||||
case VK_PRIOR: return ImGuiKey_PageUp;
|
||||
case VK_NEXT: return ImGuiKey_PageDown;
|
||||
case VK_HOME: return ImGuiKey_Home;
|
||||
case VK_END: return ImGuiKey_End;
|
||||
case VK_INSERT: return ImGuiKey_Insert;
|
||||
case VK_DELETE: return ImGuiKey_Delete;
|
||||
case VK_BACK: return ImGuiKey_Backspace;
|
||||
case VK_SPACE: return ImGuiKey_Space;
|
||||
case VK_RETURN: return ImGuiKey_Enter;
|
||||
case VK_ESCAPE: return ImGuiKey_Escape;
|
||||
case VK_OEM_7: return ImGuiKey_Apostrophe;
|
||||
case VK_OEM_COMMA: return ImGuiKey_Comma;
|
||||
case VK_OEM_MINUS: return ImGuiKey_Minus;
|
||||
case VK_OEM_PERIOD: return ImGuiKey_Period;
|
||||
case VK_OEM_2: return ImGuiKey_Slash;
|
||||
case VK_OEM_1: return ImGuiKey_Semicolon;
|
||||
case VK_OEM_PLUS: return ImGuiKey_Equal;
|
||||
case VK_OEM_4: return ImGuiKey_LeftBracket;
|
||||
case VK_OEM_5: return ImGuiKey_Backslash;
|
||||
case VK_OEM_6: return ImGuiKey_RightBracket;
|
||||
case VK_OEM_3: return ImGuiKey_GraveAccent;
|
||||
case VK_CAPITAL: return ImGuiKey_CapsLock;
|
||||
case VK_SCROLL: return ImGuiKey_ScrollLock;
|
||||
case VK_NUMLOCK: return ImGuiKey_NumLock;
|
||||
case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
|
||||
case VK_PAUSE: return ImGuiKey_Pause;
|
||||
case VK_NUMPAD0: return ImGuiKey_Keypad0;
|
||||
case VK_NUMPAD1: return ImGuiKey_Keypad1;
|
||||
case VK_NUMPAD2: return ImGuiKey_Keypad2;
|
||||
case VK_NUMPAD3: return ImGuiKey_Keypad3;
|
||||
case VK_NUMPAD4: return ImGuiKey_Keypad4;
|
||||
case VK_NUMPAD5: return ImGuiKey_Keypad5;
|
||||
case VK_NUMPAD6: return ImGuiKey_Keypad6;
|
||||
case VK_NUMPAD7: return ImGuiKey_Keypad7;
|
||||
case VK_NUMPAD8: return ImGuiKey_Keypad8;
|
||||
case VK_NUMPAD9: return ImGuiKey_Keypad9;
|
||||
case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case VK_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case VK_ADD: return ImGuiKey_KeypadAdd;
|
||||
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case VK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
|
||||
case VK_LMENU: return ImGuiKey_LeftAlt;
|
||||
case VK_LWIN: return ImGuiKey_LeftSuper;
|
||||
case VK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case VK_RCONTROL: return ImGuiKey_RightCtrl;
|
||||
case VK_RMENU: return ImGuiKey_RightAlt;
|
||||
case VK_RWIN: return ImGuiKey_RightSuper;
|
||||
case VK_APPS: return ImGuiKey_Menu;
|
||||
case '0': return ImGuiKey_0;
|
||||
case '1': return ImGuiKey_1;
|
||||
case '2': return ImGuiKey_2;
|
||||
case '3': return ImGuiKey_3;
|
||||
case '4': return ImGuiKey_4;
|
||||
case '5': return ImGuiKey_5;
|
||||
case '6': return ImGuiKey_6;
|
||||
case '7': return ImGuiKey_7;
|
||||
case '8': return ImGuiKey_8;
|
||||
case '9': return ImGuiKey_9;
|
||||
case 'A': return ImGuiKey_A;
|
||||
case 'B': return ImGuiKey_B;
|
||||
case 'C': return ImGuiKey_C;
|
||||
case 'D': return ImGuiKey_D;
|
||||
case 'E': return ImGuiKey_E;
|
||||
case 'F': return ImGuiKey_F;
|
||||
case 'G': return ImGuiKey_G;
|
||||
case 'H': return ImGuiKey_H;
|
||||
case 'I': return ImGuiKey_I;
|
||||
case 'J': return ImGuiKey_J;
|
||||
case 'K': return ImGuiKey_K;
|
||||
case 'L': return ImGuiKey_L;
|
||||
case 'M': return ImGuiKey_M;
|
||||
case 'N': return ImGuiKey_N;
|
||||
case 'O': return ImGuiKey_O;
|
||||
case 'P': return ImGuiKey_P;
|
||||
case 'Q': return ImGuiKey_Q;
|
||||
case 'R': return ImGuiKey_R;
|
||||
case 'S': return ImGuiKey_S;
|
||||
case 'T': return ImGuiKey_T;
|
||||
case 'U': return ImGuiKey_U;
|
||||
case 'V': return ImGuiKey_V;
|
||||
case 'W': return ImGuiKey_W;
|
||||
case 'X': return ImGuiKey_X;
|
||||
case 'Y': return ImGuiKey_Y;
|
||||
case 'Z': return ImGuiKey_Z;
|
||||
case VK_F1: return ImGuiKey_F1;
|
||||
case VK_F2: return ImGuiKey_F2;
|
||||
case VK_F3: return ImGuiKey_F3;
|
||||
case VK_F4: return ImGuiKey_F4;
|
||||
case VK_F5: return ImGuiKey_F5;
|
||||
case VK_F6: return ImGuiKey_F6;
|
||||
case VK_F7: return ImGuiKey_F7;
|
||||
case VK_F8: return ImGuiKey_F8;
|
||||
case VK_F9: return ImGuiKey_F9;
|
||||
case VK_F10: return ImGuiKey_F10;
|
||||
case VK_F11: return ImGuiKey_F11;
|
||||
case VK_F12: return ImGuiKey_F12;
|
||||
case VK_F13: return ImGuiKey_F13;
|
||||
case VK_F14: return ImGuiKey_F14;
|
||||
case VK_F15: return ImGuiKey_F15;
|
||||
case VK_F16: return ImGuiKey_F16;
|
||||
case VK_F17: return ImGuiKey_F17;
|
||||
case VK_F18: return ImGuiKey_F18;
|
||||
case VK_F19: return ImGuiKey_F19;
|
||||
case VK_F20: return ImGuiKey_F20;
|
||||
case VK_F21: return ImGuiKey_F21;
|
||||
case VK_F22: return ImGuiKey_F22;
|
||||
case VK_F23: return ImGuiKey_F23;
|
||||
case VK_F24: return ImGuiKey_F24;
|
||||
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
|
||||
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
||||
#ifndef WM_MOUSEHWHEEL
|
||||
#define WM_MOUSEHWHEEL 0x020E
|
||||
@ -344,10 +544,10 @@ void ImGui_ImplWin32_NewFrame()
|
||||
#endif
|
||||
|
||||
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
||||
// Call from your application's message handler.
|
||||
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
@ -355,9 +555,22 @@ void ImGui_ImplWin32_NewFrame()
|
||||
// Copy this line into your .cpp file to forward declare the function.
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
|
||||
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == NULL)
|
||||
if (ImGui::GetCurrentContext() == nullptr)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -366,33 +579,57 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
case WM_NCMOUSEMOVE:
|
||||
{
|
||||
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
|
||||
bd->MouseHwnd = hwnd;
|
||||
if (!bd->MouseTracked)
|
||||
if (bd->MouseTrackedArea != area)
|
||||
{
|
||||
TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
|
||||
::TrackMouseEvent(&tme);
|
||||
bd->MouseTracked = true;
|
||||
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
||||
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
|
||||
if (bd->MouseTrackedArea != 0)
|
||||
::TrackMouseEvent(&tme_cancel);
|
||||
::TrackMouseEvent(&tme_track);
|
||||
bd->MouseTrackedArea = area;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||
break;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
break;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
case WM_NCMOUSELEAVE:
|
||||
{
|
||||
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
|
||||
if (bd->MouseTrackedArea == area)
|
||||
{
|
||||
if (bd->MouseHwnd == hwnd)
|
||||
bd->MouseHwnd = nullptr;
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
break;
|
||||
case WM_MOUSELEAVE:
|
||||
if (bd->MouseHwnd == hwnd)
|
||||
bd->MouseHwnd = NULL;
|
||||
bd->MouseTracked = false;
|
||||
break;
|
||||
}
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
|
||||
::SetCapture(hwnd);
|
||||
io.MouseDown[button] = true;
|
||||
bd->MouseButtonsDown |= 1 << button;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMouseButtonEvent(button, true);
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONUP:
|
||||
@ -400,54 +637,103 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
io.MouseDown[button] = false;
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
||||
bd->MouseButtonsDown &= ~(1 << button);
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMouseButtonEvent(button, false);
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
||||
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
|
||||
return 0;
|
||||
case WM_MOUSEHWHEEL:
|
||||
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
||||
io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
|
||||
return 0;
|
||||
case WM_KEYDOWN:
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_SYSKEYUP:
|
||||
{
|
||||
bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
||||
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = down;
|
||||
if (wParam == VK_CONTROL)
|
||||
io.KeyCtrl = down;
|
||||
if (wParam == VK_SHIFT)
|
||||
io.KeyShift = down;
|
||||
if (wParam == VK_MENU)
|
||||
io.KeyAlt = down;
|
||||
{
|
||||
// Submit modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
|
||||
// Obtain virtual key code
|
||||
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
|
||||
int vk = (int)wParam;
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
vk = IM_VK_KEYPAD_ENTER;
|
||||
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
|
||||
|
||||
// Submit key event
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
|
||||
|
||||
// Submit individual left/right modifier events
|
||||
if (vk == VK_SHIFT)
|
||||
{
|
||||
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
}
|
||||
else if (vk == VK_CONTROL)
|
||||
{
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
}
|
||||
else if (vk == VK_MENU)
|
||||
{
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
case WM_SETFOCUS:
|
||||
case WM_KILLFOCUS:
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacterUTF16((unsigned short)wParam);
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
{
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacterUTF16((unsigned short)wParam);
|
||||
}
|
||||
else
|
||||
{
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
io.AddInputCharacter(wch);
|
||||
}
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
@ -473,11 +759,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
|
||||
{
|
||||
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
|
||||
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
|
||||
if (RtlVerifyVersionInfoFn == NULL)
|
||||
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
|
||||
if (RtlVerifyVersionInfoFn == nullptr)
|
||||
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
|
||||
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
|
||||
if (RtlVerifyVersionInfoFn == NULL)
|
||||
if (RtlVerifyVersionInfoFn == nullptr)
|
||||
return FALSE;
|
||||
|
||||
RTL_OSVERSIONINFOEXW versionInfo = { };
|
||||
@ -546,10 +832,10 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||
if (_IsWindows8Point1OrGreater())
|
||||
{
|
||||
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||
static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
|
||||
if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
|
||||
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
|
||||
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
|
||||
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
|
||||
if (GetDpiForMonitorFn != NULL)
|
||||
if (GetDpiForMonitorFn != nullptr)
|
||||
{
|
||||
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
@ -557,11 +843,11 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||
}
|
||||
}
|
||||
#ifndef NOGDI
|
||||
const HDC dc = ::GetDC(NULL);
|
||||
const HDC dc = ::GetDC(nullptr);
|
||||
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
|
||||
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
::ReleaseDC(NULL, dc);
|
||||
::ReleaseDC(nullptr, dc);
|
||||
#endif
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
@ -613,3 +899,5 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -1,27 +1,35 @@
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Win32 message handler your application need to call.
|
||||
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
|
||||
#if 0
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
@ -40,3 +48,5 @@ IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); //
|
||||
// - Use to enable alpha compositing transparency with the desktop.
|
||||
// - Use together with e.g. clearing your framebuffer with zero-alpha.
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -5,22 +5,22 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
|
||||
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
|
||||
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
|
||||
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
|
||||
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp), etc.
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
||||
|
||||
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
|
||||
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
|
||||
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
|
||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
|
||||
### What are backends
|
||||
### What are backends?
|
||||
|
||||
Dear ImGui is highly portable and only requires a few things to run and render, typically:
|
||||
|
||||
@ -38,10 +38,10 @@ Dear ImGui is highly portable and only requires a few things to run and render,
|
||||
- Optional: multi-viewports support.
|
||||
etc.
|
||||
|
||||
This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
|
||||
|
||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||
and backends which we are describing here (backends/ folder).
|
||||
and the backends which we are describing here (backends/ folder).
|
||||
|
||||
- Some issues may only be backend or platform specific.
|
||||
- You should be able to write backends for pretty much any platform and any 3D graphics API.
|
||||
@ -62,7 +62,8 @@ List of Platforms Backends:
|
||||
imgui_impl_android.cpp ; Android native app API
|
||||
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
|
||||
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
|
||||
|
||||
@ -75,20 +76,21 @@ List of Renderer Backends:
|
||||
imgui_impl_metal.mm ; Metal (with ObjC)
|
||||
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
|
||||
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
imgui_impl_wgpu.cpp ; WebGPU
|
||||
|
||||
List of high-level Frameworks Backends (combining Platform + Renderer):
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Emscripten is also supported.
|
||||
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
|
||||
Emscripten is also supported!
|
||||
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten.
|
||||
|
||||
### Backends for third-party frameworks, graphics API or other languages
|
||||
|
||||
See https://github.com/ocornut/imgui/wiki/Bindings for the full list.
|
||||
See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
|
||||
|
||||
### Recommended Backends
|
||||
|
||||
@ -97,7 +99,7 @@ If you are not sure which backend to use, the recommended platform/frameworks fo
|
||||
|Library |Website |Backend |Note |
|
||||
|--------|--------|--------|-----|
|
||||
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
|
||||
| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | |
|
||||
| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
|
||||
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
|
||||
|
||||
|
||||
@ -109,25 +111,28 @@ Think twice!
|
||||
If you are new to Dear ImGui, first try using the existing backends as-is.
|
||||
You will save lots of time integrating the library.
|
||||
You can LATER decide to rewrite yourself a custom backend if you really need to.
|
||||
In most situations, custom backends have less features and more bugs than the standard backends we provide.
|
||||
In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
|
||||
If you want portability, you can use multiple backends and choose between them either at compile time
|
||||
or at runtime.
|
||||
|
||||
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
|
||||
system layered over DirectX11.<BR>
|
||||
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
|
||||
Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
|
||||
Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a
|
||||
custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
|
||||
|
||||
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
|
||||
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.<BR>
|
||||
Suggestion: use multiple generic backends!
|
||||
Once it works, if you really need it you can replace parts of backends with your own abstractions.
|
||||
Once it works, if you really need it, you can replace parts of backends with your own abstractions.
|
||||
|
||||
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
|
||||
and you have high-level systems everywhere.<BR>
|
||||
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
|
||||
your desktop builds working first. This will get you running faster and get your acquainted with
|
||||
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API.
|
||||
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
|
||||
|
||||
Generally:
|
||||
It is unlikely you will add value to your project by creating your own backend.
|
||||
|
||||
Also:
|
||||
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
|
||||
|
2530
docs/CHANGELOG.txt
2530
docs/CHANGELOG.txt
File diff suppressed because it is too large
Load Diff
81
docs/CONTRIBUTING.md
Normal file
81
docs/CONTRIBUTING.md
Normal file
@ -0,0 +1,81 @@
|
||||
# Contributing Guidelines
|
||||
|
||||
## Index
|
||||
|
||||
- [Getting Started & General Advice](#getting-started--general-advice)
|
||||
- [Issues vs Discussions](#issues-vs-discussions)
|
||||
- [How to open an Issue](#how-to-open-an-issue)
|
||||
- [How to open a Pull Request](#how-to-open-a-pull-request)
|
||||
- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
|
||||
|
||||
## Getting Started & General Advice
|
||||
|
||||
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
|
||||
- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
|
||||
- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui.
|
||||
- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
|
||||
- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
|
||||
- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
|
||||
- Please use the search function of your IDE to search for symbols and comments related to your situation.
|
||||
- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search).
|
||||
- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
|
||||
- Please use a web search engine to look for similar issues.
|
||||
- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
|
||||
- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
|
||||
|
||||
## 'Issues' vs 'Discussions'
|
||||
|
||||
We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents.
|
||||
|
||||
Only if you:
|
||||
- Cannot BUILD or LINK examples.
|
||||
- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
|
||||
- Cannot LOAD a font.
|
||||
|
||||
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
|
||||
|
||||
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
|
||||
|
||||
## How to open an issue
|
||||
|
||||
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
|
||||
|
||||
Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
|
||||
|
||||
**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
|
||||
|
||||
Steps:
|
||||
|
||||
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
|
||||
- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
|
||||
- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
|
||||
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
|
||||
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
|
||||
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
|
||||
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
|
||||
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
|
||||
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
|
||||
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
|
||||
|
||||
**Some unfortunate words of warning**
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
|
||||
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
|
||||
|
||||
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
|
||||
|
||||
## How to open a Pull Request
|
||||
|
||||
- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
|
||||
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
|
||||
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
|
||||
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
|
||||
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
|
||||
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
|
||||
|
||||
## Copyright / Contributor License Agreement
|
||||
|
||||
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
|
||||
|
||||
You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
|
||||
|
157
docs/EXAMPLES.md
157
docs/EXAMPLES.md
@ -10,69 +10,73 @@ integrating Dear ImGui in your own application/game/engine.
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
You can find Windows binaries for some of those example applications at:
|
||||
http://www.dearimgui.org/binaries
|
||||
https://www.dearimgui.com/binaries
|
||||
|
||||
|
||||
### Getting Started
|
||||
|
||||
Integration in a typical existing application, should take <20 lines when using standard backends.
|
||||
|
||||
At initialization:
|
||||
call ImGui::CreateContext()
|
||||
call ImGui_ImplXXXX_Init() for each backend.
|
||||
```cpp
|
||||
At initialization:
|
||||
call ImGui::CreateContext()
|
||||
call ImGui_ImplXXXX_Init() for each backend.
|
||||
|
||||
At the beginning of your frame:
|
||||
call ImGui_ImplXXXX_NewFrame() for each backend.
|
||||
call ImGui::NewFrame()
|
||||
At the beginning of your frame:
|
||||
call ImGui_ImplXXXX_NewFrame() for each backend.
|
||||
call ImGui::NewFrame()
|
||||
|
||||
At the end of your frame:
|
||||
call ImGui::Render()
|
||||
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
|
||||
At the end of your frame:
|
||||
call ImGui::Render()
|
||||
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
|
||||
|
||||
At shutdown:
|
||||
call ImGui_ImplXXXX_Shutdown() for each backend.
|
||||
call ImGui::DestroyContext()
|
||||
At shutdown:
|
||||
call ImGui_ImplXXXX_Shutdown() for each backend.
|
||||
call ImGui::DestroyContext()
|
||||
```
|
||||
|
||||
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
|
||||
|
||||
// Create a Dear ImGui context, setup some options
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
|
||||
```cpp
|
||||
// Create a Dear ImGui context, setup some options
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
|
||||
|
||||
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(my_hwnd);
|
||||
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
|
||||
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(my_hwnd);
|
||||
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
|
||||
|
||||
// Application main loop
|
||||
while (true)
|
||||
{
|
||||
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
// Application main loop
|
||||
while (true)
|
||||
{
|
||||
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Any application code here
|
||||
ImGui::Text("Hello, world!");
|
||||
// Any application code here
|
||||
ImGui::Text("Hello, world!");
|
||||
|
||||
// End of frame: render Dear ImGui
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
// End of frame: render Dear ImGui
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Swap
|
||||
g_pSwapChain->Present(1, 0);
|
||||
}
|
||||
// Swap
|
||||
g_pSwapChain->Present(1, 0);
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
// Shutdown
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
```
|
||||
|
||||
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at http://www.dearimgui.org/faq
|
||||
Please read FAQ at https://www.dearimgui.com/faq
|
||||
|
||||
If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
Changelog, so if you want to update them later it will be easier to catch up with what changed.
|
||||
|
||||
@ -100,15 +104,10 @@ OSX + OpenGL2 example. <BR>
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
|
||||
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
|
||||
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
|
||||
|
||||
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
|
||||
Emcripten + GLFW + WebGPU example. <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
|
||||
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
|
||||
|
||||
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
|
||||
GLFW (Mac) + Metal example. <BR>
|
||||
@ -117,18 +116,18 @@ GLFW (Mac) + Metal example. <BR>
|
||||
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many GL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern OpenGL calls and custom shaders. <BR>
|
||||
This may actually also work with OpenGL 2.x contexts! <BR>
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
This uses more modern GL calls and custom shaders.<BR>
|
||||
This support building with Emscripten and targetting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
|
||||
@ -141,43 +140,45 @@ GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example.
|
||||
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
|
||||
|
||||
[example_marmalade/](https://github.com/ocornut/imgui/blob/master/examples/example_marmalade/) <BR>
|
||||
Marmalade example using IwGx. <BR>
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
|
||||
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
|
||||
= main.cpp <BR>
|
||||
This is used to quickly test compilation of core imgui files in as many setups as possible.
|
||||
Because this application doesn't create a window nor a graphic context, there's no graphics output.
|
||||
|
||||
[example_sdl_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/) <BR>
|
||||
[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
|
||||
SDL2 + DirectX11 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp <BR>
|
||||
This to demonstrate usage of DirectX with SDL.
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
|
||||
This to demonstrate usage of DirectX with SDL2.
|
||||
|
||||
[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/) <BR>
|
||||
SDL2 (Mac) + Metal example. <BR>
|
||||
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
|
||||
[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR>
|
||||
SDL2 + Metal example, Mac only. <BR>
|
||||
= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
|
||||
|
||||
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
|
||||
[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR>
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many GL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
|
||||
[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern OpenGL calls and custom shaders. <BR>
|
||||
This may actually also work with OpenGL 2.x contexts! <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders. <BR>
|
||||
This support building with Emscripten and targetting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
|
||||
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
|
||||
This requires SDL 2.0.18+ (released November 2021) <BR>
|
||||
|
||||
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
@ -198,8 +199,12 @@ DirectX12 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
|
||||
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
|
||||
Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
|
||||
### Miscallaneous
|
||||
|
||||
### Miscellaneous
|
||||
|
||||
**Building**
|
||||
|
||||
@ -220,7 +225,7 @@ If you are interested in using Cmake to build and links examples, see:
|
||||
**About mouse cursor latency**
|
||||
|
||||
Dear ImGui has no particular extra lag for most behaviors,
|
||||
e.g. the value of 'io.MousePos' provided at the time of NewFrame() will result in windows being moved
|
||||
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
|
||||
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
|
||||
|
||||
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
|
||||
|
232
docs/FAQ.md
232
docs/FAQ.md
@ -1,7 +1,7 @@
|
||||
# FAQ (Frequenty Asked Questions)
|
||||
# FAQ (Frequently Asked Questions)
|
||||
|
||||
You may link to this document using short form:
|
||||
https://www.dearimgui.org/faq
|
||||
https://www.dearimgui.com/faq
|
||||
or its real address:
|
||||
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
|
||||
or view this file with any Markdown viewer.
|
||||
@ -23,9 +23,10 @@ or view this file with any Markdown viewer.
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||
| **Q&A: Usage** |
|
||||
| **[Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
|
||||
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
|
||||
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
|
||||
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
|
||||
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
|
||||
| **Q&A: Fonts, Text** |
|
||||
@ -49,14 +50,15 @@ or view this file with any Markdown viewer.
|
||||
|
||||
**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
|
||||
- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
|
||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
|
||||
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
|
||||
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
|
||||
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
||||
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
|
||||
- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
|
||||
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
|
||||
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -89,11 +91,14 @@ Many projects are using this branch and it is kept in sync with master regularly
|
||||
|
||||
### Q: How to get started?
|
||||
|
||||
Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
|
||||
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
|
||||
Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
|
||||
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
|
||||
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
|
||||
|
||||
For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
@ -112,7 +117,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
{
|
||||
// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseDown[button] = down;
|
||||
io.AddMouseButtonEvent(button, down);
|
||||
|
||||
// (2) ONLY forward mouse data to your underlying app/game.
|
||||
if (!io.WantCaptureMouse)
|
||||
@ -120,12 +125,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
|
||||
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
|
||||
|
||||
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
|
||||
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
|
||||
@ -137,7 +137,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
|
||||
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
|
||||
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
|
||||
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
|
||||
- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
|
||||
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@ -160,8 +160,8 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
|
||||
---
|
||||
|
||||
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
|
||||
Your renderer is not using the font texture correctly or it hasn't be uploaded to GPU.
|
||||
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
|
||||
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@ -175,8 +175,21 @@ Each draw command needs the triangle rendered using the clipping rectangle provi
|
||||
Rectangles provided by Dear ImGui are defined as
|
||||
`(x1=left,y1=top,x2=right,y2=bottom)`
|
||||
and **NOT** as
|
||||
`(x1,y1,width,height)`
|
||||
Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
|
||||
`(x1,y1,width,height)`.
|
||||
Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field.
|
||||
For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
|
||||
```cpp
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -184,17 +197,24 @@ Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/
|
||||
|
||||
# Q&A: Usage
|
||||
|
||||
### Q: About the ID Stack system...
|
||||
### Q: Why is my widget not reacting when I click on it?
|
||||
### Q: How can I have widgets with an empty label?
|
||||
### Q: How can I have multiple widgets with the same label?
|
||||
### Q: How can I have multiple windows with the same label?
|
||||
|
||||
A primer on labels and the ID Stack...
|
||||
|
||||
Dear ImGui internally need to uniquely identify UI elements.
|
||||
Dear ImGui internally needs to uniquely identify UI elements.
|
||||
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
|
||||
Interactive widgets (such as calls to Button buttons) need a unique ID.
|
||||
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
|
||||
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
|
||||
|
||||
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
|
||||
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
|
||||
|
||||
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||
|
||||

|
||||
|
||||
- Unique ID are often derived from a string label and at minimum scoped within their host window:
|
||||
```cpp
|
||||
@ -231,12 +251,12 @@ Button("OK"); // ERROR: ID collision with the first button! Interacting wit
|
||||
Button(""); // ERROR: ID collision with Begin("MyWindow")!
|
||||
End();
|
||||
```
|
||||
Fear not! this is easy to solve and there are many ways to solve it!
|
||||
Fear not! This is easy to solve and there are many ways to solve it!
|
||||
|
||||
- Solving ID conflict in a simple/local context:
|
||||
When passing a label you can optionally specify extra ID information within string itself.
|
||||
When passing a label you can optionally specify extra ID information within the string itself.
|
||||
Use "##" to pass a complement to the ID that won't be visible to the end-user.
|
||||
This helps solving the simple collision cases when you know e.g. at compilation time which items
|
||||
This helps solve the simple collision cases when you know e.g. at compilation time which items
|
||||
are going to be created:
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
@ -250,8 +270,8 @@ End();
|
||||
```cpp
|
||||
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
||||
```
|
||||
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
|
||||
you to animate labels. For example you may want to include varying information in a window title bar,
|
||||
- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
|
||||
you to animate labels. For example, you may want to include varying information in a window title bar,
|
||||
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
|
||||
```cpp
|
||||
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
|
||||
@ -264,9 +284,9 @@ Begin(buf); // Variable title, ID = hash of "MyGame"
|
||||
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
|
||||
within the same window. This is the most convenient way of distinguishing ID when iterating and
|
||||
creating many UI elements programmatically.
|
||||
You can push a pointer, a string or an integer value into the ID stack.
|
||||
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
|
||||
At each level of the stack we store the seed used for items at this level of the ID stack.
|
||||
You can push a pointer, a string, or an integer value into the ID stack.
|
||||
Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack.
|
||||
At each level of the stack, we store the seed used for items at this level of the ID stack.
|
||||
```cpp
|
||||
Begin("Window");
|
||||
for (int i = 0; i < 100; i++)
|
||||
@ -301,7 +321,7 @@ PushID("node");
|
||||
PopID();
|
||||
PopID();
|
||||
```
|
||||
- Tree nodes implicitly creates a scope for you by calling `PushID()`:
|
||||
- Tree nodes implicitly create a scope for you by calling `PushID()`:
|
||||
```cpp
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
|
||||
@ -311,8 +331,8 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
|
||||
}
|
||||
```
|
||||
|
||||
When working with trees, ID are used to preserve the open/close state of each tree node.
|
||||
Depending on your use cases you may want to use strings, indices or pointers as ID.
|
||||
When working with trees, IDs are used to preserve the open/close state of each tree node.
|
||||
Depending on your use cases you may want to use strings, indices, or pointers as ID.
|
||||
- e.g. when following a single pointer that may change over time, using a static string as ID
|
||||
will preserve your node open/closed state when the targeted object change.
|
||||
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
|
||||
@ -333,11 +353,11 @@ Short explanation:
|
||||
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
|
||||
|
||||
Long explanation:
|
||||
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
|
||||
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
|
||||
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
|
||||
We carry the information to identify a "texture" in the ImTextureID type.
|
||||
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
|
||||
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
|
||||
ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice.
|
||||
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function.
|
||||
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||
```cpp
|
||||
OpenGL:
|
||||
@ -362,9 +382,9 @@ DirectX12:
|
||||
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
|
||||
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
|
||||
|
||||
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
|
||||
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
|
||||
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
|
||||
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
|
||||
(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer)
|
||||
|
||||
User code may do:
|
||||
```cpp
|
||||
@ -378,15 +398,15 @@ The renderer function called after ImGui::Render() will receive that same value
|
||||
MyTexture* texture = (MyTexture*)pcmd->GetTexID();
|
||||
MyEngineBindTexture2D(texture);
|
||||
```
|
||||
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
|
||||
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
|
||||
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
|
||||
Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
|
||||
This is by design and is a good thing because it means your code has full control over your data types and how you display them.
|
||||
If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
|
||||
|
||||
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
|
||||
|
||||
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
|
||||
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
|
||||
Examples:
|
||||
Here are some examples:
|
||||
```cpp
|
||||
GLuint my_tex = XXX;
|
||||
void* my_void_ptr;
|
||||
@ -404,17 +424,25 @@ Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understa
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I use my own math types instead of ImVec2/ImVec4?
|
||||
### Q: How can I use maths operators with ImVec2?
|
||||
|
||||
You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions.
|
||||
This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
|
||||
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I use my own maths types instead of ImVec2/ImVec4?
|
||||
|
||||
You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
|
||||
This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
|
||||
- Being highly portable (backends/bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
|
||||
- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
|
||||
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
|
||||
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
|
||||
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
|
||||
@ -423,12 +451,12 @@ Prefer using them over the old and awkward `Combo()/ListBox()` api.
|
||||
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
|
||||
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
|
||||
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
|
||||
Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances.
|
||||
Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances.
|
||||
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
|
||||
are not configurable and not the same across implementations.
|
||||
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
|
||||
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
|
||||
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
|
||||
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount
|
||||
of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern
|
||||
is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead.
|
||||
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
|
||||
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
|
||||
provide similar or better string helpers.
|
||||
@ -449,12 +477,12 @@ ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
|
||||
// Draw a red circle
|
||||
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
|
||||
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
|
||||
|
||||
// Draw a 3 pixel thick yellow line
|
||||
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
|
||||
|
||||
// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized)
|
||||
// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
|
||||
ImGui::Dummy(ImVec2(200, 200));
|
||||
|
||||
ImGui::End();
|
||||
@ -463,10 +491,10 @@ ImGui::End();
|
||||
|
||||
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
|
||||
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
|
||||
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
|
||||
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
|
||||
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
|
||||
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.
|
||||
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
|
||||
`- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
|
||||
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
|
||||
- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@ -477,7 +505,7 @@ ImGui::End();
|
||||
|
||||
### Q: How should I handle DPI in my application?
|
||||
|
||||
The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
|
||||
The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
|
||||
|
||||
Your application may want to detect DPI change and reload the fonts and reset style between frames.
|
||||
|
||||
@ -487,16 +515,24 @@ Down the line Dear ImGui will provide a variety of standardized reference values
|
||||
|
||||
Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
|
||||
|
||||
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
|
||||
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is:
|
||||
- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
|
||||
- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
|
||||
- In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
|
||||
- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales).
|
||||
|
||||
This approach is relatively easy and functional but come with two issues:
|
||||
This approach is relatively easy and functional but comes with two issues:
|
||||
- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
|
||||
- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
|
||||
|
||||
Please note that if you are not using multi-viewports with multi-monitors using different DPI scale, you can ignore all of this and use the simpler technique recommended at the top.
|
||||
Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top.
|
||||
|
||||
On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
|
||||
|
||||
- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``.
|
||||
- For GLFW: this is done automatically.
|
||||
- For other Windows projects with other backends, or wrapper projects:
|
||||
- We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
|
||||
- Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `<dpiAware>` property.
|
||||
|
||||
### Q: How can I load a different font than the default?
|
||||
Use the font atlas to load the TTF/OTF file you want:
|
||||
@ -518,7 +554,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
|
||||
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||
```
|
||||
|
||||
@ -527,46 +563,17 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||
---
|
||||
|
||||
### Q: How can I easily use icons in my application?
|
||||
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
|
||||
The most convenient and practical way is to merge an icon font such as FontAwesome inside your
|
||||
main font. Then you can refer to icons within your strings.
|
||||
You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
|
||||
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.)
|
||||
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
|
||||
and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
|
||||
Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I load multiple fonts?
|
||||
Use the font atlas to pack them into a single texture:
|
||||
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.)
|
||||
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFont* font0 = io.Fonts->AddFontDefault();
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
|
||||
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
|
||||
// the first loaded font gets used by default
|
||||
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
|
||||
|
||||
// Options
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 2;
|
||||
config.OversampleV = 1;
|
||||
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
|
||||
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
|
||||
|
||||
// Combine multiple fonts into one (e.g. for icon fonts)
|
||||
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontDefault();
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
|
||||
```
|
||||
Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -577,7 +584,7 @@ When loading a font, pass custom Unicode ranges to specify the glyphs to load.
|
||||
|
||||
```cpp
|
||||
// Add default Japanese ranges
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
|
||||
ImVector<ImWchar> ranges;
|
||||
@ -586,20 +593,21 @@ builder.AddText("Hello world"); // Add a string (here "He
|
||||
builder.AddChar(0x7262); // Add a specific character
|
||||
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
|
||||
```
|
||||
|
||||
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
|
||||
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
|
||||
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
|
||||
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
|
||||
All your strings need to use UTF-8 encoding.
|
||||
You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
|
||||
Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
|
||||
See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
|
||||
of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
|
||||
|
||||
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
|
||||
The applications in examples/ are doing that.
|
||||
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
|
||||
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
|
||||
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
|
||||
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
|
||||
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
|
||||
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
|
||||
for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -614,7 +622,7 @@ You may take a look at:
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/4451)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/6897)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -622,11 +630,11 @@ You may take a look at:
|
||||
|
||||
### Q: Can you create elaborate/serious tools with Dear ImGui?
|
||||
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
|
||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
|
||||
|
||||
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
|
||||
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -634,9 +642,9 @@ Dear ImGui is built to be efficient and scalable toward the needs for AAA-qualit
|
||||
|
||||
### Q: Can you reskin the look of Dear ImGui?
|
||||
|
||||
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized 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. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
|
||||
Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized 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. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
|
||||
|
||||
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
|
||||
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
@ -645,7 +653,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
|
||||
|
||||
### Q: Why using C++ (as opposed to C)?
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, 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.
|
||||
Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. 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.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
|
||||
@ -656,11 +664,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
|
||||
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/4451). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
245
docs/FONTS.md
245
docs/FONTS.md
@ -8,49 +8,71 @@ a 13 pixels high, pixel-perfect font used by default. We embed it in the source
|
||||
You may also load external .TTF/.OTF files.
|
||||
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
|
||||
|
||||
**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
|
||||
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
|
||||
|
||||
## Index
|
||||
- [Readme First](#readme-first)
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
|
||||
- [Fonts Loading Instructions](#font-loading-instructions)
|
||||
- [Fonts Loading Instructions](#fonts-loading-instructions)
|
||||
- [Loading Font Data from Memory](#loading-font-data-from-memory)
|
||||
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
|
||||
- [Using Icon Fonts](#using-icon-fonts)
|
||||
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
|
||||
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
|
||||
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
|
||||
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
|
||||
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
|
||||
- [About filenames](#about-filenames)
|
||||
- [About Filenames](#about-filenames)
|
||||
- [About UTF-8 Encoding](#about-utf-8-encoding)
|
||||
- [Debug Tools](#debug-tools)
|
||||
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
|
||||
- [Font Links](#font-links)
|
||||
|
||||
---------------------------------------
|
||||
## Readme First
|
||||
|
||||
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
|
||||
## Troubleshooting
|
||||
|
||||
- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
|
||||
**A vast majority of font and text related issues encountered comes from 4 things:**
|
||||
|
||||

|
||||
### (1) Invalid filename due to use of `\` or unexpected working directory.
|
||||
|
||||
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
|
||||
See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
|
||||
|
||||
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
||||
```cpp
|
||||
u8"hello"
|
||||
u8"こんにちは" // this will be encoded as UTF-8
|
||||
```
|
||||
### (2) Invalid UTF-8 encoding of your non-ASCII strings.
|
||||
|
||||
See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct.
|
||||
|
||||
### (3) Missing glyph ranges.
|
||||
|
||||
You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
|
||||
|
||||
This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
|
||||
All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
|
||||
|
||||
### (4) Font atlas texture fails to upload to GPU.
|
||||
|
||||
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
||||
|
||||
Some solutions:
|
||||
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
|
||||
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
|
||||
- Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
||||
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
||||
- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## How should I handle DPI in my application?
|
||||
|
||||
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Font Loading Instructions
|
||||
## Fonts Loading Instructions
|
||||
|
||||
**Load default font:**
|
||||
```cpp
|
||||
@ -58,14 +80,12 @@ ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
```
|
||||
|
||||
|
||||
**Load .TTF/.OTF file with:**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
```
|
||||
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
|
||||
|
||||
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully.
|
||||
|
||||
**Load multiple fonts:**
|
||||
```cpp
|
||||
@ -74,15 +94,15 @@ ImGuiIO& io = ImGui::GetIO();
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
||||
```
|
||||
|
||||
In your application loop, select which font to use:
|
||||
```cpp
|
||||
// In application loop: select font at runtime
|
||||
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
|
||||
ImGui::PushFont(font2);
|
||||
ImGui::Text("Hello with another font");
|
||||
ImGui::PopFont();
|
||||
```
|
||||
|
||||
|
||||
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
|
||||
```cpp
|
||||
ImFontConfig config;
|
||||
@ -92,7 +112,6 @@ config.GlyphExtraSpacing.x = 1.0f;
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
```
|
||||
|
||||
|
||||
**Combine multiple fonts into one:**
|
||||
```cpp
|
||||
// Load a first font
|
||||
@ -113,22 +132,21 @@ io.Fonts->Build();
|
||||
|
||||
```cpp
|
||||
// Basic Latin, Extended Latin
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
|
||||
|
||||
// Default + Selection of 2500 Ideographs used by Simplified Chinese
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
|
||||
|
||||
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
|
||||
|
||||
|
||||
**Example loading and using a Japanese font:**
|
||||
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
```cpp
|
||||
ImGui::Text(u8"こんにちは!テスト %d", 123);
|
||||
@ -143,24 +161,50 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||

|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
|
||||
|
||||
**Font Atlas too large?**
|
||||
##### [Return to Index](#index)
|
||||
|
||||
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||
- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
||||
---------------------------------------
|
||||
|
||||
Some solutions:
|
||||
## Loading Font Data from Memory
|
||||
|
||||
1. Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
||||
2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
|
||||
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
|
||||
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
|
||||
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
||||
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
|
||||
6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
|
||||
```
|
||||
|
||||
IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
|
||||
This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
|
||||
If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
|
||||
|
||||
```cpp
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.FontDataOwnedByAtlas = false;
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data Embedded In Source Code
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Icon Fonts
|
||||
|
||||
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
|
||||
@ -193,11 +237,19 @@ ImGui::Button(ICON_FA_SEARCH " Search");
|
||||
```
|
||||
See Links below for other icons fonts and related tools.
|
||||
|
||||
**Monospace Icons?**
|
||||
|
||||
To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font.
|
||||
|
||||
**Screenshot**
|
||||
|
||||
Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using FreeType Rasterizer (imgui_freetype)
|
||||
|
||||
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
|
||||
@ -208,9 +260,11 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Colorful Glyphs/Emojis
|
||||
|
||||
- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
|
||||
- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
|
||||
- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
|
||||
- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
|
||||
- Not all types of color fonts are supported by FreeType at the moment.
|
||||
@ -230,6 +284,8 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Glyph Ranges
|
||||
|
||||
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
@ -241,12 +297,14 @@ builder.AddChar(0x7262); // Add a specific charact
|
||||
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
|
||||
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Colorful Icons
|
||||
|
||||
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
|
||||
@ -267,14 +325,14 @@ rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
||||
io.Fonts->Build();
|
||||
|
||||
// Retrieve texture in RGBA format
|
||||
unsigned char* tex_pixels = NULL;
|
||||
unsigned char* tex_pixels = nullptr;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
{
|
||||
int rect_id = rects_ids[rect_n];
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
int rect_id = rect_ids[rect_n];
|
||||
if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
{
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
@ -289,46 +347,89 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## Using Font Data Embedded In Source Code
|
||||
---------------------------------------
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instruction on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
## About Filenames
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## About filenames
|
||||
|
||||
**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
|
||||
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
|
||||
|
||||
Two things to watch for:
|
||||
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
|
||||
```cpp
|
||||
// Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
|
||||
|
||||
// Load from the parent folder of your Working Directory
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
|
||||
```
|
||||
- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
|
||||
```
|
||||
In some situations, you may also use `/` path separator under Windows.
|
||||
|
||||
(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## About UTF-8 Encoding
|
||||
|
||||
**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
|
||||
|
||||
(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
|
||||
This is a convenient way to confirm that your encoding is correct.
|
||||
|
||||
```cpp
|
||||
ImGui::SeparatorText("CORRECT");
|
||||
ImGui::DebugTextEncoding(u8"こんにちは");
|
||||
|
||||
ImGui::SeparatorText("INCORRECT");
|
||||
ImGui::DebugTextEncoding("こんにちは");
|
||||
```
|
||||

|
||||
|
||||
You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
|
||||
|
||||
(2) To encode in UTF-8:
|
||||
|
||||
There are also compiler-specific ways to enforce UTF-8 encoding by default:
|
||||
|
||||
- Visual Studio compiler: `/utf-8` command-line flag.
|
||||
- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
|
||||
- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
|
||||
|
||||
Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
|
||||
```cpp
|
||||
ImGui::Text(u8"hello");
|
||||
ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
|
||||
ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
|
||||
```
|
||||
|
||||
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
|
||||
Because of type usage of `u8""` in C++20 is a little more tedious:
|
||||
```cpp
|
||||
ImGui::Text((const char*)u8"こんにちは");
|
||||
```
|
||||
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Debug Tools
|
||||
|
||||
#### Metrics/Debugger->Fonts
|
||||
You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
|
||||
|
||||

|
||||
|
||||
#### UTF-8 Encoding Viewer**
|
||||
You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
|
||||
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
Some fonts files are available in the `misc/fonts/` folder:
|
||||
@ -381,7 +482,7 @@ Some fonts files are available in the `misc/fonts/` folder:
|
||||
#### MONOSPACE FONTS
|
||||
|
||||
Pixel Perfect:
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
|
||||
|
||||
Regular:
|
||||
|
191
docs/README.md
191
docs/README.md
@ -1,43 +1,51 @@
|
||||
Dear ImGui
|
||||
=====
|
||||
[](https://github.com/ocornut/imgui/actions?workflow=build) [](https://github.com/ocornut/imgui/actions?workflow=static-analysis)
|
||||
|
||||
|
||||
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
|
||||
|
||||
Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
|
||||
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
|
||||
|
||||
Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
|
||||
|
||||
----
|
||||
|
||||
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
|
||||
[](https://github.com/ocornut/imgui/actions?workflow=build) [](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
|
||||
|
||||
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
|
||||
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
|
||||
|
||||
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
|
||||
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
| [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### The Pitch
|
||||
|
||||
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
|
||||
|
||||
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries.
|
||||
|
||||
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
|
||||
|
||||
- Minimize state synchronization.
|
||||
- Minimize UI-related state storage on user side.
|
||||
- Minimize setup and maintenance.
|
||||
- Easy to use to create dynamic UI which are the reflection of a dynamic data set.
|
||||
- Easy to use to create code-driven and data-driven tools.
|
||||
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
|
||||
- Easy to hack and improve.
|
||||
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
|
||||
- Efficient runtime and memory consumption.
|
||||
- Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
|
||||
|
||||
### Usage
|
||||
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h).
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
|
||||
|
||||
**No specific build process is required**. You can add the .cpp files to your existing project.
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
|
||||
|
||||
**Backends for a variety of graphics api and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
```cpp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
@ -45,11 +53,9 @@ if (ImGui::Button("Save"))
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
Result:
|
||||
<br> 
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_
|
||||

|
||||

|
||||
|
||||
Code:
|
||||
```cpp
|
||||
// Create a window called "My First Tool", with a menu bar.
|
||||
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
|
||||
@ -65,12 +71,14 @@ if (ImGui::BeginMenuBar())
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
// Edit a color (stored as ~4 floats)
|
||||
// Edit a color stored as 4 floats
|
||||
ImGui::ColorEdit4("Color", my_color);
|
||||
|
||||
// Plot some values
|
||||
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
|
||||
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
|
||||
// Generate samples and plot them
|
||||
float samples[100];
|
||||
for (int n = 0; n < 100; n++)
|
||||
samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
|
||||
ImGui::PlotLines("Samples", samples, 100);
|
||||
|
||||
// Display contents in a scrolling region
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
|
||||
@ -80,135 +88,108 @@ for (int n = 0; n < 50; n++)
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||

|
||||
|
||||
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
|
||||
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
|
||||
|
||||
### How it works
|
||||
|
||||
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||
The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
|
||||
|
||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
|
||||
|
||||
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
|
||||
### Releases & Changelogs
|
||||
|
||||
See [Releases](https://github.com/ocornut/imgui/releases) page.
|
||||
See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
|
||||
Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
|
||||
|
||||
### Demo
|
||||
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
|
||||
|
||||

|
||||
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries).
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20210331.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20210331.zip) (Windows, 1.83 WIP, built 2021/03/31, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
|
||||
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
|
||||
|
||||
### Integration
|
||||
|
||||
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
|
||||
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||
|
||||
Officially maintained backends/bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
|
||||
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
||||
|
||||
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
||||
- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
### Upcoming Changes
|
||||
|
||||
Some of the goals for 2021 are:
|
||||
- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
|
||||
- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
|
||||
|
||||
### Gallery
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)!
|
||||
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
|
||||
Custom engine
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||
|
||||
[Tracy Profiler](https://github.com/wolfpld/tracy)
|
||||

|
||||
| | |
|
||||
|--|--|
|
||||
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
|
||||
| Custom engine (untitled)<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
|
||||
|
||||
### Support, Frequently Asked Questions (FAQ)
|
||||
|
||||
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
|
||||
|
||||
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
|
||||
For questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues) or [GitHub Discussions](https://github.com/ocornut/imgui/discussions). Please read and fill the New Issue template carefully.
|
||||
See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
|
||||
|
||||
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
|
||||
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
|
||||
|
||||
**Which version should I get?**
|
||||
|
||||
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
|
||||
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- See [GitHub Forum/issues](https://github.com/ocornut/imgui/issues) and [Github Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Have your company financially support this project (please reach by e-mail)
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
|
||||
Ongoing Dear ImGui development is currently financially supported by users and private sponsors:
|
||||
|
||||
*Platinum-chocolate sponsors*
|
||||
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1)
|
||||
|
||||
*Double-chocolate sponsors*
|
||||
- [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui)
|
||||
|
||||
*Chocolate sponsors*
|
||||
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Adobe](https://www.adobe.com/products/medium.html), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Epic](https://www.unrealengine.com/en-US/megagrants), [RAD Game Tools](http://www.radgametools.com/)
|
||||
|
||||
*Salty-caramel sponsors*
|
||||
- [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com).
|
||||
|
||||
Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors.
|
||||
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
|
||||
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
|
||||
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
|
||||
|
||||
@ -222,16 +203,14 @@ Credits
|
||||
|
||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
|
||||
|
||||
Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
|
||||
A large portion of work on automation systems, regression tests and other features are currently unpublished.
|
||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com).
|
||||
Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
|
||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
||||
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||
|
||||
|
156
docs/TODO.txt
156
docs/TODO.txt
@ -1,111 +1,94 @@
|
||||
dear imgui
|
||||
ISSUES & TODO LIST
|
||||
|
||||
Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
|
||||
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
|
||||
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
|
||||
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
|
||||
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
|
||||
|
||||
- doc/test: add a proper documentation+regression testing system (#435)
|
||||
- doc/test: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc: add a proper documentation system (maybe relying on automation? #435)
|
||||
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
|
||||
|
||||
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
|
||||
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
|
||||
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
|
||||
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
|
||||
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
|
||||
- window: begin with *p_open == false could return false.
|
||||
- window: get size/pos helpers given names (see discussion in #249)
|
||||
- window: a collapsed window can be stuck behind the main menu bar?
|
||||
- window: when window is very small, prioritize resize button over close button.
|
||||
- window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
|
||||
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
|
||||
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
|
||||
- window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon?
|
||||
- window: expose contents size. (#1045)
|
||||
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
|
||||
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window: top most window flag? (#2574)
|
||||
- window: top most window flag? more z-order contrl? (#2574)
|
||||
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
|
||||
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
|
||||
- window/child: background options for child windows, border option (disable rounding).
|
||||
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
|
||||
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
|
||||
- window/child: border could be emitted in parent as well.
|
||||
- window/child: allow SetNextWindowContentSize() to work on child windows.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
|
||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
|
||||
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
|
||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
|
||||
|
||||
- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
|
||||
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
|
||||
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
|
||||
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
|
||||
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
|
||||
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
|
||||
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
|
||||
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
|
||||
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
|
||||
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
|
||||
- drawlist: AddRect vs AddLine position confusing (#2441)
|
||||
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
|
||||
- drawlist: Add quadratic bezier curves? (#3127)
|
||||
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
|
||||
|
||||
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
|
||||
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
|
||||
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
- items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
|
||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||
- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
|
||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
|
||||
- widgets: checkbox: checkbox with custom glyph inside frame.
|
||||
- widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517)
|
||||
- widgets: coloredit: keep reporting as active when picker is on?
|
||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
|
||||
- selectable: generic BeginSelectable()/EndSelectable() mechanism.
|
||||
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
|
||||
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch)
|
||||
- input text: preserve scrolling when unfocused?
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- input text: expose CursorPos in char filter event (#816)
|
||||
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
|
||||
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
|
||||
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
|
||||
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
||||
- input text: hover tooltip could show unclamped text
|
||||
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
|
||||
- input text: option to Tab after an Enter validation.
|
||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
|
||||
- input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890)
|
||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||
- input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
|
||||
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
|
||||
- input text multi-line: better horizontal scrolling support (#383, #1224)
|
||||
@ -113,7 +96,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- input number: optional range min/max for Input*() functions
|
||||
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
|
||||
- input number: use mouse wheel to step up/down
|
||||
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
|
||||
|
||||
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
|
||||
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
|
||||
@ -126,51 +108,37 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- layout: (R&D) local multi-pass layout mode.
|
||||
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
|
||||
|
||||
- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
|
||||
|
||||
- group: BeginGroup() needs a border option. (~#1496)
|
||||
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
|
||||
- group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
|
||||
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
|
||||
|
||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
||||
|
||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
|
||||
- plot: PlotLines() should use the polygon-stroke facilities, less vertices (currently issues with averaging normals)
|
||||
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
|
||||
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
|
||||
- plot: option/feature: draw the zero line
|
||||
- plot: option/feature: draw grid, vertical markers
|
||||
- plot: option/feature: draw unit
|
||||
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
|
||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot
|
||||
- (plot: deleted all other todo lines on 2023-06-28)
|
||||
|
||||
- clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
- clipper: ability to run without knowing full count in advance.
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- separator: expose flags (#759)
|
||||
- separator: take indent into consideration (optional)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- separator: width, thickness, centering (#1643, #2657)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- dock: merge docking branch (#2109)
|
||||
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
|
||||
- docking: merge docking branch (#2109)
|
||||
|
||||
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
|
||||
- tabs: close button tends to overlap unsaved-document star
|
||||
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
|
||||
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
- tabs: TabItem could honor SetNextItemWidth()?
|
||||
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
|
||||
- tabs: Mouse wheel over tab bar could scroll? (#2702)
|
||||
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||
- button: provide a button that looks framed. (?)
|
||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
|
||||
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
|
||||
- slider: relative dragging? + precision dragging
|
||||
@ -182,16 +150,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||
|
||||
- combo: use clipper: make it easier to disable clipper with a single flag.
|
||||
- combo: flag for BeginCombo to not return true when unchanged (#1182)
|
||||
- combo: a way/helper to customize the combo preview (#1658) -> exeperimental BeginComboPreview()
|
||||
- combo: use clipper.
|
||||
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
|
||||
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
|
||||
- listbox: multiple selection.
|
||||
- listbox: multiple selection (WIP range-select branch)
|
||||
- listbox: unselect option (#1208)
|
||||
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (wip stash)
|
||||
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
|
||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||
- listbox: expose hovered item for a simplified ListBox api
|
||||
- listbox: keyboard navigation.
|
||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||
- listbox: scrolling should track modified selection.
|
||||
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
||||
@ -203,23 +168,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||
- popups: border options. richer api like BeginChild() perhaps? (#197)
|
||||
- popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them.
|
||||
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
|
||||
|
||||
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
|
||||
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
|
||||
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
|
||||
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
|
||||
|
||||
- menus: menu bars inside modal windows are acting weird.
|
||||
- status-bar: add a per-window status bar helper similar to what menu-bar does.
|
||||
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
|
||||
- shortcuts: local-style shortcut api, e.g. parse "&Save"
|
||||
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
|
||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||
- menus: hovering a disabled BeginMenu or MenuItem won't close another menu
|
||||
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
|
||||
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
|
||||
|
||||
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
|
||||
@ -227,7 +187,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: flag to disable formatting and/or detect "%s"
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
@ -254,20 +213,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
|
||||
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
|
||||
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
|
||||
- log: obsolete LogButtons() all together.
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
- log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
|
||||
|
||||
- filters: set a current filter that tree node can automatically query to hide themselves
|
||||
- filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves
|
||||
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: fix/support/options for overlapping drag sources.
|
||||
- drag and drop: focus drag target window on hold (even without open)
|
||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
||||
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
||||
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
||||
@ -276,13 +232,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
||||
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
||||
|
||||
- node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors)
|
||||
- pie menus patterns (#434)
|
||||
- markup: simple markup language for color change? (#902)
|
||||
- markup: simple markup language for color change? (#902, #3130)
|
||||
|
||||
- text: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||
- text: proper alignment options in imgui_internal.h
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
|
||||
@ -318,45 +271,38 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
|
||||
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
|
||||
- font: fix AddRemapChar() to work before atlas has been built.
|
||||
- font: support for unicode codepoints higher than 0xFFFF? (pr #2815)
|
||||
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
|
||||
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
|
||||
- nav: visual feedback on button press.
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
|
||||
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
|
||||
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
|
||||
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
|
||||
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
|
||||
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||
- nav: NavFlattened: init requests don't work properly on flattened siblings.
|
||||
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
|
||||
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
||||
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
|
||||
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
|
||||
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787, #343)
|
||||
|
||||
- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
|
||||
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
|
||||
- inputs: support track pad style scrolling & slider edit.
|
||||
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
@ -369,12 +315,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
||||
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
||||
- misc: use more size_t in public api?
|
||||
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
|
||||
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
|
||||
- misc: possible compile-time support for wchar_t instead of char*?
|
||||
|
||||
- remote: make a system like RemoteImGui first-class citizen/project (#75)
|
||||
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
|
||||
- demo: demonstrate using PushStyleVar() in more details.
|
||||
- demo: add vertical separator demo
|
||||
- demo: add virtual scrolling example?
|
||||
@ -384,23 +327,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
|
||||
- backends: move to backends/ folder?
|
||||
- backends: report it better when not able to create texture?
|
||||
- backends: apple: example_apple should be using modern GL3.
|
||||
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
|
||||
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
|
||||
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
||||
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
||||
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
||||
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
|
||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h)
|
||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private)
|
||||
|
||||
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038)
|
||||
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
|
||||
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
|
||||
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
|
||||
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
|
||||
- optimization: use another hash function than crc32, e.g. FNV1a
|
||||
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
|
||||
- optimization: turn some the various stack vectors into statically-sized arrays
|
||||
|
@ -12,7 +12,7 @@ Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indi
|
||||
### On Ubuntu 14.04+ and macOS
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
On macOS, install Allegro with homebrew: `brew install allegro`.
|
||||
@ -32,5 +32,5 @@ vcpkg integrate install ; register include / libs in Visual Studio
|
||||
Build:
|
||||
```
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
```
|
||||
|
@ -91,6 +91,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -105,6 +106,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -122,6 +124,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -142,6 +145,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -171,10 +175,11 @@
|
||||
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -52,7 +52,10 @@
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for Allegro 5
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// On Windows, you can install Allegro5 using vcpkg:
|
||||
// git clone https://github.com/Microsoft/vcpkg
|
||||
@ -35,11 +39,11 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
@ -47,17 +51,18 @@ int main(int, char**)
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
@ -69,8 +74,8 @@ int main(int, char**)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
ALLEGRO_EVENT ev;
|
||||
while (al_get_next_event(queue, &ev))
|
||||
@ -94,7 +99,7 @@ int main(int, char**)
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -113,7 +118,7 @@ int main(int, char**)
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -2,13 +2,15 @@ apply plugin: 'com.android.application'
|
||||
apply plugin: 'kotlin-android'
|
||||
|
||||
android {
|
||||
compileSdkVersion 29
|
||||
buildToolsVersion "30.0.3"
|
||||
ndkVersion "21.4.7075529"
|
||||
compileSdkVersion 33
|
||||
buildToolsVersion "33.0.2"
|
||||
ndkVersion "25.2.9519653"
|
||||
|
||||
defaultConfig {
|
||||
applicationId "imgui.example.android"
|
||||
minSdkVersion 23
|
||||
targetSdkVersion 29
|
||||
namespace "imgui.example.android"
|
||||
minSdkVersion 24
|
||||
targetSdkVersion 33
|
||||
versionCode 1
|
||||
versionName "1.0"
|
||||
}
|
||||
@ -20,9 +22,19 @@ android {
|
||||
}
|
||||
}
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility JavaVersion.VERSION_11
|
||||
targetCompatibility JavaVersion.VERSION_11
|
||||
}
|
||||
|
||||
kotlinOptions {
|
||||
jvmTarget="11"
|
||||
}
|
||||
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
path "../../CMakeLists.txt"
|
||||
version '3.22.1'
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="imgui.example.android">
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
|
||||
|
||||
<application
|
||||
android:label="ImGuiExample"
|
||||
@ -11,7 +10,8 @@
|
||||
<activity
|
||||
android:name="imgui.example.android.MainActivity"
|
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||
android:configChanges="orientation|keyboardHidden|screenSize">
|
||||
android:configChanges="orientation|keyboardHidden|screenSize"
|
||||
android:exported="false">
|
||||
<meta-data android:name="android.app.lib_name"
|
||||
android:value="ImGuiExample" />
|
||||
|
||||
|
@ -1,12 +1,12 @@
|
||||
buildscript {
|
||||
ext.kotlin_version = '1.4.31'
|
||||
ext.kotlin_version = '1.8.0'
|
||||
repositories {
|
||||
google()
|
||||
mavenCentral()
|
||||
|
||||
}
|
||||
dependencies {
|
||||
classpath 'com.android.tools.build:gradle:4.1.0'
|
||||
classpath 'com.android.tools.build:gradle:7.4.1'
|
||||
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
|
||||
|
||||
}
|
||||
|
@ -1,5 +1,10 @@
|
||||
// dear imgui: standalone example application for Android + OpenGL ES 3
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_android.h"
|
||||
@ -9,21 +14,84 @@
|
||||
#include <android/asset_manager.h>
|
||||
#include <EGL/egl.h>
|
||||
#include <GLES3/gl3.h>
|
||||
#include <string>
|
||||
|
||||
// Data
|
||||
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
|
||||
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
|
||||
static EGLContext g_EglContext = EGL_NO_CONTEXT;
|
||||
static struct android_app* g_App = NULL;
|
||||
static struct android_app* g_App = nullptr;
|
||||
static bool g_Initialized = false;
|
||||
static char g_LogTag[] = "ImGuiExample";
|
||||
static std::string g_IniFilename = "";
|
||||
|
||||
// Forward declarations of helper functions
|
||||
static void Init(struct android_app* app);
|
||||
static void Shutdown();
|
||||
static void MainLoopStep();
|
||||
static int ShowSoftKeyboardInput();
|
||||
static int PollUnicodeChars();
|
||||
static int GetAssetData(const char* filename, void** out_data);
|
||||
|
||||
void init(struct android_app* app)
|
||||
// Main code
|
||||
static void handleAppCmd(struct android_app* app, int32_t appCmd)
|
||||
{
|
||||
switch (appCmd)
|
||||
{
|
||||
case APP_CMD_SAVE_STATE:
|
||||
break;
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
Init(app);
|
||||
break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
Shutdown();
|
||||
break;
|
||||
case APP_CMD_GAINED_FOCUS:
|
||||
case APP_CMD_LOST_FOCUS:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
|
||||
{
|
||||
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
|
||||
}
|
||||
|
||||
void android_main(struct android_app* app)
|
||||
{
|
||||
app->onAppCmd = handleAppCmd;
|
||||
app->onInputEvent = handleInputEvent;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int out_events;
|
||||
struct android_poll_source* out_data;
|
||||
|
||||
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
|
||||
while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
|
||||
{
|
||||
// Process one event
|
||||
if (out_data != nullptr)
|
||||
out_data->process(app, out_data);
|
||||
|
||||
// Exit the app by returning from within the infinite loop
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
// shutdown() should have been called already while processing the
|
||||
// app command APP_CMD_TERM_WINDOW. But we play save here
|
||||
if (!g_Initialized)
|
||||
Shutdown();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate a new frame
|
||||
MainLoopStep();
|
||||
}
|
||||
}
|
||||
|
||||
void Init(struct android_app* app)
|
||||
{
|
||||
if (g_Initialized)
|
||||
return;
|
||||
@ -61,7 +129,7 @@ void init(struct android_app* app)
|
||||
if (g_EglContext == EGL_NO_CONTEXT)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
|
||||
|
||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
|
||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
|
||||
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
|
||||
}
|
||||
|
||||
@ -70,13 +138,14 @@ void init(struct android_app* app)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Disable loading/saving of .ini file from disk.
|
||||
// FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
|
||||
io.IniFilename = NULL;
|
||||
// Redirect loading/saving of .ini file to our location.
|
||||
// Make sure 'g_IniFilename' persists while we use Dear ImGui.
|
||||
g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
|
||||
io.IniFilename = g_IniFilename.c_str();;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAndroid_Init(g_App->window);
|
||||
@ -84,7 +153,7 @@ void init(struct android_app* app)
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
@ -99,21 +168,21 @@ void init(struct android_app* app)
|
||||
//void* font_data;
|
||||
//int font_data_size;
|
||||
//ImFont* font;
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Arbitrary scale-up
|
||||
// FIXME: Put some effort into DPI awareness
|
||||
@ -122,13 +191,14 @@ void init(struct android_app* app)
|
||||
g_Initialized = true;
|
||||
}
|
||||
|
||||
void tick()
|
||||
void MainLoopStep()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||
return;
|
||||
|
||||
// Our state
|
||||
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
@ -152,7 +222,7 @@ void tick()
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -171,7 +241,7 @@ void tick()
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@ -194,7 +264,7 @@ void tick()
|
||||
eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
void Shutdown()
|
||||
{
|
||||
if (!g_Initialized)
|
||||
return;
|
||||
@ -225,85 +295,29 @@ void shutdown()
|
||||
g_Initialized = false;
|
||||
}
|
||||
|
||||
static void handleAppCmd(struct android_app* app, int32_t appCmd)
|
||||
{
|
||||
switch (appCmd)
|
||||
{
|
||||
case APP_CMD_SAVE_STATE:
|
||||
break;
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
init(app);
|
||||
break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
shutdown();
|
||||
break;
|
||||
case APP_CMD_GAINED_FOCUS:
|
||||
break;
|
||||
case APP_CMD_LOST_FOCUS:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
|
||||
{
|
||||
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
|
||||
}
|
||||
|
||||
void android_main(struct android_app* app)
|
||||
{
|
||||
app->onAppCmd = handleAppCmd;
|
||||
app->onInputEvent = handleInputEvent;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int out_events;
|
||||
struct android_poll_source* out_data;
|
||||
|
||||
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
|
||||
while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
|
||||
{
|
||||
// Process one event
|
||||
if (out_data != NULL)
|
||||
out_data->process(app, out_data);
|
||||
|
||||
// Exit the app by returning from within the infinite loop
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
// shutdown() should have been called already while processing the
|
||||
// app command APP_CMD_TERM_WINDOW. But we play save here
|
||||
if (!g_Initialized)
|
||||
shutdown();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate a new frame
|
||||
tick();
|
||||
}
|
||||
}
|
||||
// Helper functions
|
||||
|
||||
// Unfortunately, there is no way to show the on-screen input from native code.
|
||||
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
|
||||
static int ShowSoftKeyboardInput()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = NULL;
|
||||
JNIEnv* java_env = nullptr;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == NULL)
|
||||
if (native_activity_clazz == nullptr)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
||||
if (method_id == NULL)
|
||||
if (method_id == nullptr)
|
||||
return -4;
|
||||
|
||||
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
||||
@ -321,22 +335,22 @@ static int ShowSoftKeyboardInput()
|
||||
static int PollUnicodeChars()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = NULL;
|
||||
JNIEnv* java_env = nullptr;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == NULL)
|
||||
if (native_activity_clazz == nullptr)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
||||
if (method_id == NULL)
|
||||
if (method_id == nullptr)
|
||||
return -4;
|
||||
|
||||
// Send the actual characters to Dear ImGui
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
|
||||
|
||||
|
||||
|
@ -7,6 +7,7 @@
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
@ -32,6 +33,7 @@
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
|
||||
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
|
||||
@ -76,6 +78,7 @@
|
||||
files = (
|
||||
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
|
||||
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
|
||||
83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
@ -133,6 +136,7 @@
|
||||
83BBE9E320EB46B800295997 /* Frameworks */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
05318E0E274C397200A8DE2E /* GameController.framework */,
|
||||
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
|
||||
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
|
||||
83BBE9EE20EB471C00295997 /* ModelIO.framework */,
|
||||
|
@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for OSX + Metal.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Foundation/Foundation.h>
|
||||
|
||||
@ -17,7 +21,7 @@
|
||||
#include "imgui_impl_metal.h"
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
@interface AppViewController : NSViewController
|
||||
@interface AppViewController : NSViewController<NSWindowDelegate>
|
||||
@end
|
||||
#else
|
||||
@interface AppViewController : UIViewController
|
||||
@ -54,12 +58,12 @@
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Renderer backend
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
@ -67,17 +71,18 @@
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
return self;
|
||||
}
|
||||
@ -100,27 +105,8 @@
|
||||
self.mtkView.delegate = self;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
|
||||
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
|
||||
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
|
||||
owner:self
|
||||
userInfo:nil];
|
||||
[self.view addTrackingArea:trackingArea];
|
||||
|
||||
// If we want to receive key events, we either need to be in the responder chain of the key view,
|
||||
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
|
||||
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
|
||||
// window, we'd want to be much more careful than just ingesting the complete event stream.
|
||||
// To match the behavior of other backends, we pass every event down to the OS.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
return event;
|
||||
}];
|
||||
|
||||
ImGui_ImplOSX_Init();
|
||||
|
||||
ImGui_ImplOSX_Init(self.view);
|
||||
[NSApp activateIgnoringOtherApps:YES];
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -137,8 +123,6 @@
|
||||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
@ -164,7 +148,7 @@
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -183,7 +167,7 @@
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@ -223,21 +207,18 @@
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
|
||||
// Other events are registered via addLocalMonitorForEventsMatchingMask()
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
- (void)viewWillAppear
|
||||
{
|
||||
[super viewWillAppear];
|
||||
self.view.window.delegate = self;
|
||||
}
|
||||
|
||||
- (void)windowWillClose:(NSNotification *)notification
|
||||
{
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplOSX_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
@ -251,7 +232,8 @@
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
|
||||
io.AddMousePosEvent(touchLocation.x, touchLocation.y);
|
||||
|
||||
BOOL hasActiveTouch = NO;
|
||||
for (UITouch *touch in event.allTouches)
|
||||
@ -262,7 +244,7 @@
|
||||
break;
|
||||
}
|
||||
}
|
||||
io.MouseDown[0] = hasActiveTouch;
|
||||
io.AddMouseButtonEvent(0, hasActiveTouch);
|
||||
}
|
||||
|
||||
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
@ -301,9 +283,8 @@
|
||||
backing:NSBackingStoreBuffered
|
||||
defer:NO];
|
||||
self.window.contentViewController = rootViewController;
|
||||
[self.window orderFront:self];
|
||||
[self.window center];
|
||||
[self.window becomeKeyWindow];
|
||||
[self.window makeKeyAndOrderFront:self];
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
@ -7,6 +7,7 @@
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
05E31B59274EF0700083FCB6 /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05E31B57274EF0360083FCB6 /* GameController.framework */; };
|
||||
07A82EDB213941D00078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82EDA213941D00078D120 /* imgui_widgets.cpp */; };
|
||||
4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; };
|
||||
4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; };
|
||||
@ -32,6 +33,7 @@
|
||||
/* End PBXCopyFilesBuildPhase section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
05E31B57274EF0360083FCB6 /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
|
||||
07A82EDA213941D00078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
4080A96B20B029B00036BA46 /* example_osx_opengl2 */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = example_osx_opengl2; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
4080A98A20B02CD90036BA46 /* main.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; path = main.mm; sourceTree = SOURCE_ROOT; };
|
||||
@ -57,6 +59,7 @@
|
||||
files = (
|
||||
4080A9B520B034EA0036BA46 /* OpenGL.framework in Frameworks */,
|
||||
4080A9B320B034E40036BA46 /* Cocoa.framework in Frameworks */,
|
||||
05E31B59274EF0700083FCB6 /* GameController.framework in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
@ -95,6 +98,7 @@
|
||||
4080A9B120B034E40036BA46 /* Frameworks */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
05E31B57274EF0360083FCB6 /* GameController.framework */,
|
||||
4080A9B420B034EA0036BA46 /* OpenGL.framework */,
|
||||
4080A9B220B034E40036BA46 /* Cocoa.framework */,
|
||||
);
|
||||
|
@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
@ -36,50 +40,43 @@
|
||||
|
||||
-(void)initialize
|
||||
{
|
||||
// Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down).
|
||||
// This monitor taps into global event stream and captures these events.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, self);
|
||||
return event;
|
||||
}];
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOSX_Init(self);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
}
|
||||
|
||||
-(void)updateAndDrawDemoView
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
@ -93,7 +90,7 @@
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -112,7 +109,7 @@
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@ -146,34 +143,11 @@
|
||||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; }
|
||||
-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
|
||||
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
|
||||
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
|
||||
-(BOOL)acceptsFirstResponder { return (YES); }
|
||||
-(BOOL)becomeFirstResponder { return (YES); }
|
||||
-(BOOL)resignFirstResponder { return (YES); }
|
||||
-(void)dealloc { animationTimer = nil; }
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Input processing
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
|
||||
// Other events are registered via addLocalMonitorForEventsMatchingMask()
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
@ -1,22 +0,0 @@
|
||||
## How to Build
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
|
||||
## Obsolete features:
|
||||
|
||||
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
|
||||
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`
|
@ -1,174 +0,0 @@
|
||||
// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
|
||||
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
|
||||
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <emscripten.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengles2.h>
|
||||
|
||||
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
|
||||
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
|
||||
SDL_Window* g_Window = NULL;
|
||||
SDL_GLContext g_GLContext = NULL;
|
||||
|
||||
// For clarity, our main loop code is declared at the end.
|
||||
static void main_loop(void*);
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
|
||||
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
|
||||
// run this code on Chrome for Android for example.
|
||||
const char* glsl_version = "#version 100";
|
||||
//const char* glsl_version = "#version 300 es";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
g_GLContext = SDL_GL_CreateContext(g_Window);
|
||||
if (!g_GLContext)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize WebGL context!\n");
|
||||
return 1;
|
||||
}
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
#endif
|
||||
|
||||
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
|
||||
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
|
||||
}
|
||||
|
||||
static void main_loop(void* arg)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
SDL_GL_MakeCurrent(g_Window, g_GLContext);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(g_Window);
|
||||
}
|
@ -1,10 +1,24 @@
|
||||
|
||||
# How to Build
|
||||
## How to Build
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
|
@ -1,236 +1,48 @@
|
||||
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = NULL;
|
||||
static WGPUSurface wgpu_surface = NULL;
|
||||
static WGPUSwapChain wgpu_swap_chain = NULL;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
// States tracked across render frames
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Forward declarations
|
||||
static bool init_wgpu();
|
||||
static void main_loop(void* window);
|
||||
static void print_glfw_error(int error, const char* description);
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(print_glfw_error);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!init_wgpu())
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// This function will directly return and exit the main function.
|
||||
// Make sure that no required objects get cleaned up.
|
||||
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
|
||||
emscripten_set_main_loop_arg(main_loop, window, 0, false);
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
// Forward declarations
|
||||
static bool InitWGPU();
|
||||
static void CreateSwapChain(int width, int height);
|
||||
|
||||
static bool init_wgpu()
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
// Use 'null' instance
|
||||
wgpu::Instance instance = {};
|
||||
wgpu_surface = instance.CreateSurface(&surface_desc).Release();
|
||||
|
||||
return true;
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void main_loop(void* window)
|
||||
{
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
|
||||
|
||||
// React to changes in screen size
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = NULL;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEndPass(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
|
||||
static void print_glfw_error(int error, const char* description)
|
||||
{
|
||||
printf("Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
|
||||
static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
|
||||
{
|
||||
const char* error_type_lbl = "";
|
||||
switch (error_type)
|
||||
@ -243,3 +55,226 @@ static void print_wgpu_error(WGPUErrorType error_type, const char* message, void
|
||||
}
|
||||
printf("%s error: %s\n", error_type_lbl, message);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU())
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_preferred_fmt;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
|
||||
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!glfwWindowShouldClose(window))
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
CreateSwapChain(width, height);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static bool InitWGPU()
|
||||
{
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void CreateSwapChain(int width, int height)
|
||||
{
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
}
|
||||
|
@ -14,10 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -L/opt/homebrew/lib
|
||||
LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
|
@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
@ -27,27 +31,28 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
@ -56,8 +61,8 @@ int main(int, char**)
|
||||
|
||||
// Create window with graphics context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
||||
@ -88,8 +93,8 @@ int main(int, char**)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
@ -115,7 +120,7 @@ int main(int, char**)
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -134,7 +139,7 @@ int main(int, char**)
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -22,7 +22,7 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
|
@ -5,4 +5,4 @@
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -91,6 +91,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -105,6 +106,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -122,6 +124,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -142,6 +145,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -172,6 +176,7 @@
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
|
@ -55,7 +55,10 @@
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
@ -25,17 +29,19 @@
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
@ -44,12 +50,12 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
@ -58,17 +64,18 @@ int main(int, char**)
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
@ -80,8 +87,8 @@ int main(int, char**)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
@ -94,7 +101,7 @@ int main(int, char**)
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -113,7 +120,7 @@ int main(int, char**)
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -23,7 +23,7 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
|
91
examples/example_glfw_opengl3/Makefile.emscripten
Normal file
91
examples/example_glfw_opengl3/Makefile.emscripten
Normal file
@ -0,0 +1,91 @@
|
||||
#
|
||||
# Makefile to use with GLFW+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
@ -5,4 +5,4 @@
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -91,6 +91,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -105,6 +106,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -122,6 +124,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -142,6 +145,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -173,10 +177,11 @@
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -58,7 +58,10 @@
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -1,12 +1,17 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#endif
|
||||
@ -19,14 +24,19 @@
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
@ -55,8 +65,8 @@ int main(int, char**)
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
@ -65,31 +75,36 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
@ -97,12 +112,19 @@ int main(int, char**)
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!glfwWindowShouldClose(window))
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
@ -115,7 +137,7 @@ int main(int, char**)
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -134,7 +156,7 @@ int main(int, char**)
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@ -159,6 +181,9 @@ int main(int, char**)
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
|
@ -10,6 +10,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
|
||||
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
|
||||
|
||||
@ -41,3 +42,4 @@ file(GLOB sources *.cpp)
|
||||
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
|
||||
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
|
||||
target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64)
|
||||
|
@ -7,8 +7,8 @@
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -6,8 +6,8 @@
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -91,6 +91,8 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -105,6 +107,8 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -122,6 +126,8 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -142,6 +148,8 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -172,6 +180,7 @@
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
|
@ -55,7 +55,10 @@
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for Glfw + Vulkan
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
@ -18,6 +22,7 @@
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
@ -26,12 +31,13 @@
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
// Data
|
||||
static VkAllocationCallbacks* g_Allocator = nullptr;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
@ -45,6 +51,10 @@ static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static int g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == 0)
|
||||
@ -54,16 +64,53 @@ static void check_vk_result(VkResult err)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
for (const VkExtensionProperties& p : properties)
|
||||
if (strcmp(p.extensionName, extension) == 0)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
ImVector<VkPhysicalDevice> gpus;
|
||||
gpus.resize(gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
|
||||
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
|
||||
// dedicated GPUs) is out of scope of this sample.
|
||||
for (VkPhysicalDevice& device : gpus)
|
||||
{
|
||||
VkPhysicalDeviceProperties properties;
|
||||
vkGetPhysicalDeviceProperties(device, &properties);
|
||||
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
|
||||
return device;
|
||||
}
|
||||
|
||||
// Use first GPU (Integrated) is a Discrete one is not available.
|
||||
if (gpu_count > 0)
|
||||
return gpus[0];
|
||||
return VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
@ -71,80 +118,61 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
// Enumerate available extensions
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// Enable required extensions
|
||||
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
|
||||
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
|
||||
{
|
||||
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
|
||||
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
|
||||
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
|
||||
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
|
||||
extensions_ext[extensions_count] = "VK_EXT_debug_report";
|
||||
create_info.enabledExtensionCount = extensions_count + 1;
|
||||
create_info.ppEnabledExtensionNames = extensions_ext;
|
||||
instance_extensions.push_back("VK_EXT_debug_report");
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
free(extensions_ext);
|
||||
|
||||
// Get the function pointer (required for any extensions)
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = NULL;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#else
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
IM_UNUSED(g_DebugReport);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select GPU
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
|
||||
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
|
||||
// dedicated GPUs) is out of scope of this sample.
|
||||
int use_gpu = 0;
|
||||
for (int i = 0; i < (int)gpu_count; i++)
|
||||
{
|
||||
VkPhysicalDeviceProperties properties;
|
||||
vkGetPhysicalDeviceProperties(gpus[i], &properties);
|
||||
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
|
||||
{
|
||||
use_gpu = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
g_PhysicalDevice = gpus[use_gpu];
|
||||
free(gpus);
|
||||
}
|
||||
// Select Physical Device (GPU)
|
||||
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
|
||||
|
||||
// Select graphics queue family
|
||||
{
|
||||
uint32_t count;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
|
||||
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
|
||||
for (uint32_t i = 0; i < count; i++)
|
||||
@ -159,8 +187,20 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
int device_extension_count = 1;
|
||||
const char* device_extensions[] = { "VK_KHR_swapchain" };
|
||||
ImVector<const char*> device_extensions;
|
||||
device_extensions.push_back("VK_KHR_swapchain");
|
||||
|
||||
// Enumerate physical device extension
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
|
||||
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
|
||||
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
|
||||
#endif
|
||||
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
@ -171,33 +211,25 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
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;
|
||||
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = device_extensions.Data;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ 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 }
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
|
||||
};
|
||||
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 * IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.maxSets = 1;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
@ -226,7 +258,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
@ -243,11 +275,11 @@ static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
@ -344,33 +376,31 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup GLFW window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with Vulkan context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
|
||||
|
||||
// Setup Vulkan
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
|
||||
if (!glfwVulkanSupported())
|
||||
{
|
||||
printf("GLFW: Vulkan Not Supported\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
uint32_t extensions_count = 0;
|
||||
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
||||
SetupVulkan(extensions, extensions_count);
|
||||
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
||||
for (uint32_t i = 0; i < extensions_count; i++)
|
||||
extensions.push_back(glfw_extensions[i]);
|
||||
SetupVulkan(extensions);
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
@ -387,12 +417,12 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
@ -404,56 +434,30 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 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(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
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_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
@ -465,8 +469,8 @@ int main(int, char**)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
@ -493,7 +497,7 @@ int main(int, char**)
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
@ -512,7 +516,7 @@ int main(int, char**)
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -17,7 +17,7 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
|
@ -91,6 +91,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -105,6 +106,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -122,6 +124,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -142,6 +145,7 @@
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -172,6 +176,7 @@
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
|
@ -55,7 +55,10 @@
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
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Reference in New Issue
Block a user