// ImGui Allegro 5 bindings // Implemented features: // [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // Missing features: // [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text. // 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, Original code by @birthggd #include <stdint.h> // uint64_t #include <cstring> // memcpy #include "imgui.h" #include "imgui_impl_a5.h" #include <allegro5/allegro.h> #include <allegro5/allegro_primitives.h> #ifdef _WIN32 #include <allegro5/allegro_windows.h> #endif // Data static ALLEGRO_DISPLAY* g_Display = NULL; static ALLEGRO_BITMAP* g_Texture = NULL; static double g_Time = 0.0; static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL; static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL; struct ImDrawVertAllegro { ImVec2 pos; ImVec2 uv; ALLEGRO_COLOR col; }; void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data) { int op, src, dst; al_get_blender(&op, &src, &dst); al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats static ImVector<ImDrawVertAllegro> vertices; vertices.resize(cmd_list->VtxBuffer.Size); for (int i = 0; i < cmd_list->VtxBuffer.Size; ++i) { const ImDrawVert &dv = cmd_list->VtxBuffer[i]; ImDrawVertAllegro v; v.pos = dv.pos; v.uv = dv.uv; unsigned char *c = (unsigned char*)&dv.col; v.col = al_map_rgba(c[0], c[1], c[2], c[3]); vertices[i] = v; } // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices // You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices static ImVector<int> indices; indices.resize(cmd_list->IdxBuffer.Size); for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) indices[i] = (int)cmd_list->IdxBuffer.Data[i]; int idx_offset = 0; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId; al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y); al_draw_indexed_prim(&vertices[0], g_VertexDecl, texture, &indices[idx_offset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); } idx_offset += pcmd->ElemCount; } } // Restore modified state al_set_blender(op, src, dst); al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display)); } bool Imgui_ImplA5_CreateDeviceObjects() { // Build texture atlas ImGuiIO &io = ImGui::GetIO(); unsigned char *pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Create texture int flags = al_get_new_bitmap_flags(); int fmt = al_get_new_bitmap_format(); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR); al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); ALLEGRO_BITMAP* img = al_create_bitmap(width, height); al_set_new_bitmap_flags(flags); al_set_new_bitmap_format(fmt); if (!img) return false; ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); if (!locked_img) { al_destroy_bitmap(img); return false; } memcpy(locked_img->data, pixels, sizeof(int)*width*height); al_unlock_bitmap(img); // Convert software texture to hardware texture. ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); al_destroy_bitmap(img); if (!cloned_img) return false; // Store our identifier io.Fonts->TexID = (void*)cloned_img; g_Texture = cloned_img; // Create an invisible mouse cursor // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8); g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); al_destroy_bitmap(mouse_cursor); return true; } void ImGui_ImplA5_InvalidateDeviceObjects() { if (g_Texture) { al_destroy_bitmap(g_Texture); ImGui::GetIO().Fonts->TexID = NULL; g_Texture = NULL; } if (g_MouseCursorInvisible) { al_destroy_mouse_cursor(g_MouseCursorInvisible); g_MouseCursorInvisible = NULL; } } bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) { g_Display = display; // Create custom vertex declaration. // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. ALLEGRO_VERTEX_ELEMENT elems[] = { { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, 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) }, { 0, 0, 0 } }; g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP; io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN; io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP; io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN; io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME; io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END; io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT; io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X; io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. #ifdef _WIN32 io.ImeWindowHandle = al_get_win_window_handle(g_Display); #endif return true; } void ImGui_ImplA5_Shutdown() { ImGui_ImplA5_InvalidateDeviceObjects(); ImGui::Shutdown(); } // 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. bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev) { ImGuiIO &io = ImGui::GetIO(); switch (ev->type) { case ALLEGRO_EVENT_MOUSE_AXES: io.MouseWheel += ev->mouse.dz; io.MouseWheelH += ev->mouse.dw; return true; case ALLEGRO_EVENT_KEY_CHAR: if (ev->keyboard.display == g_Display) if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000) io.AddInputCharacter((unsigned short)ev->keyboard.unichar); return true; case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: if (ev->keyboard.display == g_Display) io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN); return true; } return false; } void ImGui_ImplA5_NewFrame() { if (!g_Texture) Imgui_ImplA5_CreateDeviceObjects(); ImGuiIO &io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; w = al_get_display_width(g_Display); h = al_get_display_height(g_Display); io.DisplaySize = ImVec2((float)w, (float)h); // Setup time step double current_time = al_get_time(); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); g_Time = current_time; // Setup inputs ALLEGRO_KEYBOARD_STATE keys; al_get_keyboard_state(&keys); io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL); io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT); io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR); io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN); ALLEGRO_MOUSE_STATE mouse; if (keys.display == g_Display) { al_get_mouse_state(&mouse); io.MousePos = ImVec2((float)mouse.x, (float)mouse.y); } else { io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); } al_get_mouse_state(&mouse); io.MouseDown[0] = mouse.buttons & (1 << 0); io.MouseDown[1] = mouse.buttons & (1 << 1); io.MouseDown[2] = mouse.buttons & (1 << 2); // Hide OS mouse cursor if ImGui is drawing it if (io.MouseDrawCursor) { al_set_mouse_cursor(g_Display, g_MouseCursorInvisible); } else { ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; switch (ImGui::GetMouseCursor()) { case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; case ImGuiMouseCursor_Move: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; } al_set_system_mouse_cursor(g_Display, cursor_id); } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); }