// ImGui Marmalade binding with IwGx // In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // Copyright (C) 2015 by Giovanni Zito // This file is part of ImGui #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 float g_MouseWheel = 0.0f; 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_scale = ImVec2(1.0f,1.0f); // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) { // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) ImGuiIO& io = ImGui::GetIO(); draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Render command lists for(int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); 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++ ) { // TODO: optimize multiplication on gpu using vertex shader pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x; pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y; pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; 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 { 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->TextureId); 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() { if (s3eClipboardAvailable()) { int size = s3eClipboardGetText(NULL, 0); if (size > 0) { if (g_ClipboardText) { delete[] g_ClipboardText; g_ClipboardText = NULL; } g_ClipboardText = new char[size]; g_ClipboardText[0] = '\0'; s3eClipboardGetText(g_ClipboardText, size); } } return g_ClipboardText; } static void ImGui_Marmalade_SetClipboardText(const char* text) { if (s3eClipboardAvailable()) s3eClipboardSetText(text); } int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData) { // pEvent->m_Button is of type s3ePointerButton and indicates which mouse // button was pressed. For touchscreen this should always have the value // S3E_POINTER_BUTTON_SELECT s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData; if (pEvent->m_Pressed == 1) { if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) 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) g_MouseWheel += pEvent->m_y; if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) g_MouseWheel += pEvent->m_y; } return 0; } int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData) { ImGuiIO& io = ImGui::GetIO(); s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData; 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* SystemData, void* userData) { ImGuiIO& io = ImGui::GetIO(); s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData; if ((e->m_Char > 0 && e->m_Char < 0x10000)) io.AddInputCharacter((unsigned short)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->TexID = (void *)g_FontTexture; return true; } void ImGui_Marmalade_InvalidateDeviceObjects() { if (g_ClipboardText) { delete[] g_ClipboardText; g_ClipboardText = NULL; } if (g_FontTexture) { delete g_FontTexture; ImGui::GetIO().Fonts->TexID = 0; g_FontTexture = NULL; } } bool ImGui_Marmalade_Init(bool install_callbacks) { IwGxInit(); ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. 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_Delete] = s3eKeyDelete; io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; 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.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. 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(); ImGui::Shutdown(); IwGxTerminate(); } 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 in screen coordinates (set to -1,-1 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; } io.MouseWheel = g_MouseWheel; g_MouseWheel = 0.0f; // TODO: Hide OS mouse cursor if ImGui is drawing it // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); // Start the frame ImGui::NewFrame(); // Show/hide OSD keyboard if (io.WantTextInput) { // Some text input widget is active? if (!g_osdKeyboardEnabled) { 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 } } }