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