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11778
lib/imgui/src/imgui.cpp
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11778
lib/imgui/src/imgui.cpp
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lib/imgui/src/imgui_demo.cpp
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lib/imgui/src/imgui_demo.cpp
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lib/imgui/src/imgui_draw.cpp
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lib/imgui/src/imgui_draw.cpp
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lib/imgui/src/imgui_impl_sdl.cpp
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lib/imgui/src/imgui_impl_sdl.cpp
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// dear imgui: Platform Backend for SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// Missing features:
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// [ ] 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.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
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// 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).
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// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
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// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
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// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
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// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 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.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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// SDL
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_syswm.h>
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#endif
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#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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Uint64 Time;
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bool MousePressed[3];
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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}
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// Functions
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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bd->ClipboardTextData = SDL_GetClipboardText();
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
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{
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SDL_SetClipboardText(text);
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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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// 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.
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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switch (event->type)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0) io.MouseWheelH += 1;
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if (event->wheel.x < 0) io.MouseWheelH -= 1;
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if (event->wheel.y > 0) io.MouseWheel += 1;
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if (event->wheel.y < 0) io.MouseWheel -= 1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
|
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if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
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if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
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if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
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return true;
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}
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case SDL_TEXTINPUT:
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{
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io.AddInputCharactersUTF8(event->text.text);
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return true;
|
||||
}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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int key = event->key.keysym.scancode;
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IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
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io.KeysDown[key] = (event->type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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#endif
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return true;
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||||
}
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}
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return false;
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}
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static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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// Setup backend capabilities flags
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ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_sdl";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
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io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
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io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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|
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// Check and store if we are on a SDL backend that supports global mouse position
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// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
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const char* sdl_backend = SDL_GetCurrentVideoDriver();
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const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
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bd->MouseCanUseGlobalState = false;
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for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
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if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
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bd->MouseCanUseGlobalState = true;
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#ifdef _WIN32
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version);
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SDL_GetWindowWMInfo(window, &wmInfo);
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io.ImeWindowHandle = wmInfo.info.win.window;
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#else
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(void)window;
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#endif
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||||
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return true;
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}
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL2_Init(window);
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}
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||||
|
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
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{
|
||||
#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
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||||
|
||||
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);
|
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}
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||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
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if (bd->ClipboardTextData)
|
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SDL_free(bd->ClipboardTextData);
|
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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()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
// Set OS mouse position 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);
|
||||
else
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
int mx, my;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
||||
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;
|
||||
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
if (bd->Window == focused_window)
|
||||
{
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
|
||||
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
|
||||
// Won't use this workaround on SDL backends that have no global mouse position, like Wayland or RPI
|
||||
int wx, wy;
|
||||
SDL_GetWindowPosition(focused_window, &wx, &wy);
|
||||
SDL_GetGlobalMouseState(&mx, &my);
|
||||
mx -= wx;
|
||||
my -= wy;
|
||||
}
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
}
|
||||
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
|
||||
// The function is only supported from SDL 2.0.4 (released Jan 2016)
|
||||
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
|
||||
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
#endif
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
|
||||
// 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();
|
||||
}
|
676
lib/imgui/src/imgui_sdl.cpp
Normal file
676
lib/imgui/src/imgui_sdl.cpp
Normal file
|
@ -0,0 +1,676 @@
|
|||
#include "imgui_sdl.h"
|
||||
|
||||
#include "SDL2/SDL.h"
|
||||
|
||||
#include "imgui.h"
|
||||
|
||||
#include <map>
|
||||
#include <list>
|
||||
#include <cmath>
|
||||
#include <array>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace
|
||||
{
|
||||
struct Device* CurrentDevice = nullptr;
|
||||
|
||||
namespace TupleHash
|
||||
{
|
||||
template <typename T> struct Hash
|
||||
{
|
||||
std::size_t operator()(const T& value) const
|
||||
{
|
||||
return std::hash<T>()(value);
|
||||
}
|
||||
};
|
||||
|
||||
template <typename T> void CombineHash(std::size_t& seed, const T& value)
|
||||
{
|
||||
seed ^= TupleHash::Hash<T>()(value) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
|
||||
}
|
||||
|
||||
template <typename Tuple, std::size_t Index = std::tuple_size<Tuple>::value - 1> struct Hasher
|
||||
{
|
||||
static void Hash(std::size_t& seed, const Tuple& tuple)
|
||||
{
|
||||
Hasher<Tuple, Index - 1>::Hash(seed, tuple);
|
||||
CombineHash(seed, std::get<Index>(tuple));
|
||||
}
|
||||
};
|
||||
|
||||
template <typename Tuple> struct Hasher<Tuple, 0>
|
||||
{
|
||||
static void Hash(std::size_t& seed, const Tuple& tuple)
|
||||
{
|
||||
CombineHash(seed, std::get<0>(tuple));
|
||||
}
|
||||
};
|
||||
|
||||
template <typename... T> struct Hash<std::tuple<T...>>
|
||||
{
|
||||
std::size_t operator()(const std::tuple<T...>& value) const
|
||||
{
|
||||
std::size_t seed = 0;
|
||||
Hasher<std::tuple<T...>>::Hash(seed, value);
|
||||
return seed;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
template <typename Key, typename Value, std::size_t Size> class LRUCache
|
||||
{
|
||||
public:
|
||||
bool Contains(const Key& key) const
|
||||
{
|
||||
return Container.find(key) != Container.end();
|
||||
}
|
||||
|
||||
const Value& At(const Key& key)
|
||||
{
|
||||
assert(Contains(key));
|
||||
|
||||
const auto location = Container.find(key);
|
||||
Order.splice(Order.begin(), Order, location->second);
|
||||
return location->second->second;
|
||||
}
|
||||
|
||||
void Insert(const Key& key, Value value)
|
||||
{
|
||||
const auto existingLocation = Container.find(key);
|
||||
if (existingLocation != Container.end())
|
||||
{
|
||||
Order.erase(existingLocation->second);
|
||||
Container.erase(existingLocation);
|
||||
}
|
||||
|
||||
Order.push_front(std::make_pair(key, std::move(value)));
|
||||
Container.insert(std::make_pair(key, Order.begin()));
|
||||
|
||||
Clean();
|
||||
}
|
||||
private:
|
||||
void Clean()
|
||||
{
|
||||
while (Container.size() > Size)
|
||||
{
|
||||
auto last = Order.end();
|
||||
last--;
|
||||
Container.erase(last->first);
|
||||
Order.pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
std::list<std::pair<Key, Value>> Order;
|
||||
std::unordered_map<Key, decltype(Order.begin()), TupleHash::Hash<Key>> Container;
|
||||
};
|
||||
|
||||
struct Color
|
||||
{
|
||||
const float R, G, B, A;
|
||||
|
||||
explicit Color(uint32_t color)
|
||||
: R(((color >> 0) & 0xff) / 255.0f), G(((color >> 8) & 0xff) / 255.0f), B(((color >> 16) & 0xff) / 255.0f), A(((color >> 24) & 0xff) / 255.0f) { }
|
||||
Color(float r, float g, float b, float a) : R(r), G(g), B(b), A(a) { }
|
||||
|
||||
Color operator*(const Color& c) const { return Color(R * c.R, G * c.G, B * c.B, A * c.A); }
|
||||
Color operator*(float v) const { return Color(R * v, G * v, B * v, A * v); }
|
||||
Color operator+(const Color& c) const { return Color(R + c.R, G + c.G, B + c.B, A + c.A); }
|
||||
|
||||
uint32_t ToInt() const
|
||||
{
|
||||
return ((static_cast<int>(R * 255) & 0xff) << 0)
|
||||
| ((static_cast<int>(G * 255) & 0xff) << 8)
|
||||
| ((static_cast<int>(B * 255) & 0xff) << 16)
|
||||
| ((static_cast<int>(A * 255) & 0xff) << 24);
|
||||
}
|
||||
|
||||
void UseAsDrawColor(SDL_Renderer* renderer) const
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer,
|
||||
static_cast<uint8_t>(R * 255),
|
||||
static_cast<uint8_t>(G * 255),
|
||||
static_cast<uint8_t>(B * 255),
|
||||
static_cast<uint8_t>(A * 255));
|
||||
}
|
||||
};
|
||||
|
||||
struct Device
|
||||
{
|
||||
SDL_Renderer* Renderer;
|
||||
|
||||
struct ClipRect
|
||||
{
|
||||
int X, Y, Width, Height;
|
||||
} Clip;
|
||||
|
||||
struct TriangleCacheItem
|
||||
{
|
||||
SDL_Texture* Texture = nullptr;
|
||||
int Width = 0, Height = 0;
|
||||
|
||||
~TriangleCacheItem() { if (Texture) SDL_DestroyTexture(Texture); }
|
||||
};
|
||||
|
||||
// You can tweak these to values that you find that work the best.
|
||||
static constexpr std::size_t UniformColorTriangleCacheSize = 512;
|
||||
static constexpr std::size_t GenericTriangleCacheSize = 64;
|
||||
|
||||
// Uniform color is identified by its color and the coordinates of the edges.
|
||||
using UniformColorTriangleKey = std::tuple<uint32_t, int, int, int, int, int, int>;
|
||||
// The generic triangle cache unfortunately has to be basically a full representation of the triangle.
|
||||
// This includes the (offset) vertex positions, texture coordinates and vertex colors.
|
||||
using GenericTriangleVertexKey = std::tuple<int, int, double, double, uint32_t>;
|
||||
using GenericTriangleKey = std::tuple<GenericTriangleVertexKey, GenericTriangleVertexKey, GenericTriangleVertexKey>;
|
||||
|
||||
LRUCache<UniformColorTriangleKey, std::unique_ptr<TriangleCacheItem>, UniformColorTriangleCacheSize> UniformColorTriangleCache;
|
||||
LRUCache<GenericTriangleKey, std::unique_ptr<TriangleCacheItem>, GenericTriangleCacheSize> GenericTriangleCache;
|
||||
|
||||
Device(SDL_Renderer* renderer) : Renderer(renderer) { }
|
||||
|
||||
void SetClipRect(const ClipRect& rect)
|
||||
{
|
||||
Clip = rect;
|
||||
const SDL_Rect clip = { rect.X, rect.Y, rect.Width, rect.Height };
|
||||
SDL_RenderSetClipRect(Renderer, &clip);
|
||||
}
|
||||
|
||||
void EnableClip() { SetClipRect(Clip); }
|
||||
void DisableClip() { SDL_RenderSetClipRect(Renderer, nullptr); }
|
||||
|
||||
void SetAt(int x, int y, const Color& color)
|
||||
{
|
||||
color.UseAsDrawColor(Renderer);
|
||||
SDL_RenderDrawPoint(Renderer, x, y);
|
||||
}
|
||||
|
||||
SDL_Texture* MakeTexture(int width, int height)
|
||||
{
|
||||
SDL_Texture* texture = SDL_CreateTexture(Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
return texture;
|
||||
}
|
||||
|
||||
void UseAsRenderTarget(SDL_Texture* texture)
|
||||
{
|
||||
SDL_SetRenderTarget(Renderer, texture);
|
||||
if (texture)
|
||||
{
|
||||
SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(Renderer);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct Texture
|
||||
{
|
||||
SDL_Surface* Surface;
|
||||
SDL_Texture* Source;
|
||||
|
||||
~Texture()
|
||||
{
|
||||
SDL_FreeSurface(Surface);
|
||||
SDL_DestroyTexture(Source);
|
||||
}
|
||||
|
||||
Color Sample(float u, float v) const
|
||||
{
|
||||
const int x = static_cast<int>(std::round(u * (Surface->w - 1) + 0.5f));
|
||||
const int y = static_cast<int>(std::round(v * (Surface->h - 1) + 0.5f));
|
||||
|
||||
const int location = y * Surface->w + x;
|
||||
assert(location < Surface->w * Surface->h);
|
||||
|
||||
return Color(static_cast<uint32_t*>(Surface->pixels)[location]);
|
||||
}
|
||||
};
|
||||
|
||||
template <typename T> class InterpolatedFactorEquation
|
||||
{
|
||||
public:
|
||||
InterpolatedFactorEquation(const T& value0, const T& value1, const T& value2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2)
|
||||
: Value0(value0), Value1(value1), Value2(value2), V0(v0), V1(v1), V2(v2),
|
||||
Divisor((V1.y - V2.y) * (V0.x - V2.x) + (V2.x - V1.x) * (V0.y - V2.y)) { }
|
||||
|
||||
T Evaluate(float x, float y) const
|
||||
{
|
||||
const float w1 = ((V1.y - V2.y) * (x - V2.x) + (V2.x - V1.x) * (y - V2.y)) / Divisor;
|
||||
const float w2 = ((V2.y - V0.y) * (x - V2.x) + (V0.x - V2.x) * (y - V2.y)) / Divisor;
|
||||
const float w3 = 1.0f - w1 - w2;
|
||||
|
||||
return static_cast<T>((Value0 * w1) + (Value1 * w2) + (Value2 * w3));
|
||||
}
|
||||
private:
|
||||
const T Value0;
|
||||
const T Value1;
|
||||
const T Value2;
|
||||
|
||||
const ImVec2& V0;
|
||||
const ImVec2& V1;
|
||||
const ImVec2& V2;
|
||||
|
||||
const float Divisor;
|
||||
};
|
||||
|
||||
struct Rect
|
||||
{
|
||||
float MinX, MinY, MaxX, MaxY;
|
||||
float MinU, MinV, MaxU, MaxV;
|
||||
|
||||
bool IsOnExtreme(const ImVec2& point) const
|
||||
{
|
||||
return (point.x == MinX || point.x == MaxX) && (point.y == MinY || point.y == MaxY);
|
||||
}
|
||||
|
||||
bool UsesOnlyColor() const
|
||||
{
|
||||
const ImVec2& whitePixel = ImGui::GetIO().Fonts->TexUvWhitePixel;
|
||||
|
||||
return MinU == MaxU && MinU == whitePixel.x && MinV == MaxV && MaxV == whitePixel.y;
|
||||
}
|
||||
|
||||
static Rect CalculateBoundingBox(const ImDrawVert& v0, const ImDrawVert& v1, const ImDrawVert& v2)
|
||||
{
|
||||
return Rect{
|
||||
std::min({ v0.pos.x, v1.pos.x, v2.pos.x }),
|
||||
std::min({ v0.pos.y, v1.pos.y, v2.pos.y }),
|
||||
std::max({ v0.pos.x, v1.pos.x, v2.pos.x }),
|
||||
std::max({ v0.pos.y, v1.pos.y, v2.pos.y }),
|
||||
std::min({ v0.uv.x, v1.uv.x, v2.uv.x }),
|
||||
std::min({ v0.uv.y, v1.uv.y, v2.uv.y }),
|
||||
std::max({ v0.uv.x, v1.uv.x, v2.uv.x }),
|
||||
std::max({ v0.uv.y, v1.uv.y, v2.uv.y })
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
struct FixedPointTriangleRenderInfo
|
||||
{
|
||||
int X1, X2, X3, Y1, Y2, Y3;
|
||||
int MinX, MaxX, MinY, MaxY;
|
||||
|
||||
static FixedPointTriangleRenderInfo CalculateFixedPointTriangleInfo(const ImVec2& v1, const ImVec2& v2, const ImVec2& v3)
|
||||
{
|
||||
static constexpr float scale = 16.0f;
|
||||
|
||||
const int x1 = static_cast<int>(std::round(v1.x * scale));
|
||||
const int x2 = static_cast<int>(std::round(v2.x * scale));
|
||||
const int x3 = static_cast<int>(std::round(v3.x * scale));
|
||||
|
||||
const int y1 = static_cast<int>(std::round(v1.y * scale));
|
||||
const int y2 = static_cast<int>(std::round(v2.y * scale));
|
||||
const int y3 = static_cast<int>(std::round(v3.y * scale));
|
||||
|
||||
int minX = (std::min({ x1, x2, x3 }) + 0xF) >> 4;
|
||||
int maxX = (std::max({ x1, x2, x3 }) + 0xF) >> 4;
|
||||
int minY = (std::min({ y1, y2, y3 }) + 0xF) >> 4;
|
||||
int maxY = (std::max({ y1, y2, y3 }) + 0xF) >> 4;
|
||||
|
||||
return FixedPointTriangleRenderInfo{ x1, x2, x3, y1, y2, y3, minX, maxX, minY, maxY };
|
||||
}
|
||||
};
|
||||
|
||||
void DrawTriangleWithColorFunction(const FixedPointTriangleRenderInfo& renderInfo, const std::function<Color(float x, float y)>& colorFunction, Device::TriangleCacheItem* cacheItem)
|
||||
{
|
||||
// Implementation source: https://web.archive.org/web/20171128164608/http://forum.devmaster.net/t/advanced-rasterization/6145.
|
||||
// This is a fixed point implementation that rounds to top-left.
|
||||
|
||||
const int deltaX12 = renderInfo.X1 - renderInfo.X2;
|
||||
const int deltaX23 = renderInfo.X2 - renderInfo.X3;
|
||||
const int deltaX31 = renderInfo.X3 - renderInfo.X1;
|
||||
|
||||
const int deltaY12 = renderInfo.Y1 - renderInfo.Y2;
|
||||
const int deltaY23 = renderInfo.Y2 - renderInfo.Y3;
|
||||
const int deltaY31 = renderInfo.Y3 - renderInfo.Y1;
|
||||
|
||||
const int fixedDeltaX12 = deltaX12 << 4;
|
||||
const int fixedDeltaX23 = deltaX23 << 4;
|
||||
const int fixedDeltaX31 = deltaX31 << 4;
|
||||
|
||||
const int fixedDeltaY12 = deltaY12 << 4;
|
||||
const int fixedDeltaY23 = deltaY23 << 4;
|
||||
const int fixedDeltaY31 = deltaY31 << 4;
|
||||
|
||||
const int width = renderInfo.MaxX - renderInfo.MinX;
|
||||
const int height = renderInfo.MaxY - renderInfo.MinY;
|
||||
if (width == 0 || height == 0) return;
|
||||
|
||||
int c1 = deltaY12 * renderInfo.X1 - deltaX12 * renderInfo.Y1;
|
||||
int c2 = deltaY23 * renderInfo.X2 - deltaX23 * renderInfo.Y2;
|
||||
int c3 = deltaY31 * renderInfo.X3 - deltaX31 * renderInfo.Y3;
|
||||
|
||||
if (deltaY12 < 0 || (deltaY12 == 0 && deltaX12 > 0)) c1++;
|
||||
if (deltaY23 < 0 || (deltaY23 == 0 && deltaX23 > 0)) c2++;
|
||||
if (deltaY31 < 0 || (deltaY31 == 0 && deltaX31 > 0)) c3++;
|
||||
|
||||
int edgeStart1 = c1 + deltaX12 * (renderInfo.MinY << 4) - deltaY12 * (renderInfo.MinX << 4);
|
||||
int edgeStart2 = c2 + deltaX23 * (renderInfo.MinY << 4) - deltaY23 * (renderInfo.MinX << 4);
|
||||
int edgeStart3 = c3 + deltaX31 * (renderInfo.MinY << 4) - deltaY31 * (renderInfo.MinX << 4);
|
||||
|
||||
SDL_Texture* cache = CurrentDevice->MakeTexture(width, height);
|
||||
CurrentDevice->DisableClip();
|
||||
CurrentDevice->UseAsRenderTarget(cache);
|
||||
|
||||
for (int y = renderInfo.MinY; y < renderInfo.MaxY; y++)
|
||||
{
|
||||
int edge1 = edgeStart1;
|
||||
int edge2 = edgeStart2;
|
||||
int edge3 = edgeStart3;
|
||||
|
||||
for (int x = renderInfo.MinX; x < renderInfo.MaxX; x++)
|
||||
{
|
||||
if (edge1 > 0 && edge2 > 0 && edge3 > 0)
|
||||
{
|
||||
CurrentDevice->SetAt(x - renderInfo.MinX, y - renderInfo.MinY, colorFunction(x + 0.5f, y + 0.5f));
|
||||
}
|
||||
|
||||
edge1 -= fixedDeltaY12;
|
||||
edge2 -= fixedDeltaY23;
|
||||
edge3 -= fixedDeltaY31;
|
||||
}
|
||||
|
||||
edgeStart1 += fixedDeltaX12;
|
||||
edgeStart2 += fixedDeltaX23;
|
||||
edgeStart3 += fixedDeltaX31;
|
||||
}
|
||||
|
||||
CurrentDevice->UseAsRenderTarget(nullptr);
|
||||
CurrentDevice->EnableClip();
|
||||
|
||||
cacheItem->Texture = cache;
|
||||
cacheItem->Width = width;
|
||||
cacheItem->Height = height;
|
||||
}
|
||||
|
||||
void DrawCachedTriangle(const Device::TriangleCacheItem& triangle, const FixedPointTriangleRenderInfo& renderInfo)
|
||||
{
|
||||
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, triangle.Width, triangle.Height };
|
||||
SDL_RenderCopy(CurrentDevice->Renderer, triangle.Texture, nullptr, &destination);
|
||||
}
|
||||
|
||||
void DrawTriangle(const ImDrawVert& v1, const ImDrawVert& v2, const ImDrawVert& v3, const Texture* texture)
|
||||
{
|
||||
// The naming inconsistency in the parameters is intentional. The fixed point algorithm wants the vertices in a counter clockwise order.
|
||||
const auto& renderInfo = FixedPointTriangleRenderInfo::CalculateFixedPointTriangleInfo(v3.pos, v2.pos, v1.pos);
|
||||
|
||||
// First we check if there is a cached version of this triangle already waiting for us. If so, we can just do a super fast texture copy.
|
||||
|
||||
const auto key = std::make_tuple(
|
||||
std::make_tuple(static_cast<int>(std::round(v1.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v1.pos.y)) - renderInfo.MinY, v1.uv.x, v1.uv.y, v1.col),
|
||||
std::make_tuple(static_cast<int>(std::round(v2.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v2.pos.y)) - renderInfo.MinY, v2.uv.x, v2.uv.y, v2.col),
|
||||
std::make_tuple(static_cast<int>(std::round(v3.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v3.pos.y)) - renderInfo.MinY, v3.uv.x, v3.uv.y, v3.col));
|
||||
|
||||
if (CurrentDevice->GenericTriangleCache.Contains(key))
|
||||
{
|
||||
const auto& cached = CurrentDevice->GenericTriangleCache.At(key);
|
||||
DrawCachedTriangle(*cached, renderInfo);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
const InterpolatedFactorEquation<float> textureU(v1.uv.x, v2.uv.x, v3.uv.x, v1.pos, v2.pos, v3.pos);
|
||||
const InterpolatedFactorEquation<float> textureV(v1.uv.y, v2.uv.y, v3.uv.y, v1.pos, v2.pos, v3.pos);
|
||||
|
||||
const InterpolatedFactorEquation<Color> shadeColor(Color(v1.col), Color(v2.col), Color(v3.col), v1.pos, v2.pos, v3.pos);
|
||||
|
||||
auto cached = std::make_unique<Device::TriangleCacheItem>();
|
||||
DrawTriangleWithColorFunction(renderInfo, [&](float x, float y) {
|
||||
const float u = textureU.Evaluate(x, y);
|
||||
const float v = textureV.Evaluate(x, y);
|
||||
const Color sampled = texture->Sample(u, v);
|
||||
const Color shade = shadeColor.Evaluate(x, y);
|
||||
|
||||
return sampled * shade;
|
||||
}, cached.get());
|
||||
|
||||
if (!cached->Texture) return;
|
||||
|
||||
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, cached->Width, cached->Height };
|
||||
SDL_RenderCopy(CurrentDevice->Renderer, cached->Texture, nullptr, &destination);
|
||||
|
||||
CurrentDevice->GenericTriangleCache.Insert(key, std::move(cached));
|
||||
}
|
||||
|
||||
void DrawUniformColorTriangle(const ImDrawVert& v1, const ImDrawVert& v2, const ImDrawVert& v3)
|
||||
{
|
||||
const Color color(v1.col);
|
||||
|
||||
// The naming inconsistency in the parameters is intentional. The fixed point algorithm wants the vertices in a counter clockwise order.
|
||||
const auto& renderInfo = FixedPointTriangleRenderInfo::CalculateFixedPointTriangleInfo(v3.pos, v2.pos, v1.pos);
|
||||
|
||||
const auto key =std::make_tuple(v1.col,
|
||||
static_cast<int>(std::round(v1.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v1.pos.y)) - renderInfo.MinY,
|
||||
static_cast<int>(std::round(v2.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v2.pos.y)) - renderInfo.MinY,
|
||||
static_cast<int>(std::round(v3.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v3.pos.y)) - renderInfo.MinY);
|
||||
if (CurrentDevice->UniformColorTriangleCache.Contains(key))
|
||||
{
|
||||
const auto& cached = CurrentDevice->UniformColorTriangleCache.At(key);
|
||||
DrawCachedTriangle(*cached, renderInfo);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto cached = std::make_unique<Device::TriangleCacheItem>();
|
||||
DrawTriangleWithColorFunction(renderInfo, [&color](float, float) { return color; }, cached.get());
|
||||
|
||||
if (!cached->Texture) return;
|
||||
|
||||
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, cached->Width, cached->Height };
|
||||
SDL_RenderCopy(CurrentDevice->Renderer, cached->Texture, nullptr, &destination);
|
||||
|
||||
CurrentDevice->UniformColorTriangleCache.Insert(key, std::move(cached));
|
||||
}
|
||||
|
||||
void DrawRectangle(const Rect& bounding, SDL_Texture* texture, int textureWidth, int textureHeight, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
|
||||
{
|
||||
// We are safe to assume uniform color here, because the caller checks it and and uses the triangle renderer to render those.
|
||||
|
||||
const SDL_Rect destination = {
|
||||
static_cast<int>(bounding.MinX),
|
||||
static_cast<int>(bounding.MinY),
|
||||
static_cast<int>(bounding.MaxX - bounding.MinX),
|
||||
static_cast<int>(bounding.MaxY - bounding.MinY)
|
||||
};
|
||||
|
||||
// If the area isn't textured, we can just draw a rectangle with the correct color.
|
||||
if (bounding.UsesOnlyColor())
|
||||
{
|
||||
color.UseAsDrawColor(CurrentDevice->Renderer);
|
||||
SDL_RenderFillRect(CurrentDevice->Renderer, &destination);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We can now just calculate the correct source rectangle and draw it.
|
||||
|
||||
const SDL_Rect source = {
|
||||
static_cast<int>(bounding.MinU * textureWidth),
|
||||
static_cast<int>(bounding.MinV * textureHeight),
|
||||
static_cast<int>((bounding.MaxU - bounding.MinU) * textureWidth),
|
||||
static_cast<int>((bounding.MaxV - bounding.MinV) * textureHeight)
|
||||
};
|
||||
|
||||
const SDL_RendererFlip flip = static_cast<SDL_RendererFlip>((doHorizontalFlip ? SDL_FLIP_HORIZONTAL : 0) | (doVerticalFlip ? SDL_FLIP_VERTICAL : 0));
|
||||
|
||||
SDL_SetTextureColorMod(texture, static_cast<uint8_t>(color.R * 255), static_cast<uint8_t>(color.G * 255), static_cast<uint8_t>(color.B * 255));
|
||||
SDL_RenderCopyEx(CurrentDevice->Renderer, texture, &source, &destination, 0.0, nullptr, flip);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawRectangle(const Rect& bounding, const Texture* texture, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
|
||||
{
|
||||
DrawRectangle(bounding, texture->Source, texture->Surface->w, texture->Surface->h, color, doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
|
||||
void DrawRectangle(const Rect& bounding, SDL_Texture* texture, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
|
||||
{
|
||||
int width, height;
|
||||
SDL_QueryTexture(texture, nullptr, nullptr, &width, &height);
|
||||
DrawRectangle(bounding, texture, width, height, color, doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
}
|
||||
|
||||
namespace ImGuiSDL
|
||||
{
|
||||
void Initialize(SDL_Renderer* renderer, int windowWidth, int windowHeight)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize.x = static_cast<float>(windowWidth);
|
||||
io.DisplaySize.y = static_cast<float>(windowHeight);
|
||||
|
||||
ImGui::GetStyle().WindowRounding = 0.0f;
|
||||
ImGui::GetStyle().AntiAliasedFill = false;
|
||||
ImGui::GetStyle().AntiAliasedLines = false;
|
||||
|
||||
// Loads the font texture.
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
static constexpr uint32_t rmask = 0x000000ff, gmask = 0x0000ff00, bmask = 0x00ff0000, amask = 0xff000000;
|
||||
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, width, height, 32, 4 * width, rmask, gmask, bmask, amask);
|
||||
|
||||
Texture* texture = new Texture();
|
||||
texture->Surface = surface;
|
||||
texture->Source = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
io.Fonts->TexID = (void*)texture;
|
||||
|
||||
CurrentDevice = new Device(renderer);
|
||||
}
|
||||
|
||||
void Deinitialize()
|
||||
{
|
||||
// Frees up the memory of the font texture.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
Texture* texture = static_cast<Texture*>(io.Fonts->TexID);
|
||||
delete texture;
|
||||
|
||||
delete CurrentDevice;
|
||||
}
|
||||
|
||||
void Render(ImDrawData* drawData)
|
||||
{
|
||||
SDL_BlendMode blendMode;
|
||||
SDL_GetRenderDrawBlendMode(CurrentDevice->Renderer, &blendMode);
|
||||
SDL_SetRenderDrawBlendMode(CurrentDevice->Renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
Uint8 initialR, initialG, initialB, initialA;
|
||||
SDL_GetRenderDrawColor(CurrentDevice->Renderer, &initialR, &initialG, &initialB, &initialA);
|
||||
|
||||
SDL_bool initialClipEnabled = SDL_RenderIsClipEnabled(CurrentDevice->Renderer);
|
||||
SDL_Rect initialClipRect;
|
||||
SDL_RenderGetClipRect(CurrentDevice->Renderer, &initialClipRect);
|
||||
|
||||
SDL_Texture* initialRenderTarget = SDL_GetRenderTarget(CurrentDevice->Renderer);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
auto commandList = drawData->CmdLists[n];
|
||||
auto vertexBuffer = commandList->VtxBuffer;
|
||||
auto indexBuffer = commandList->IdxBuffer.Data;
|
||||
|
||||
for (int cmd_i = 0; cmd_i < commandList->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* drawCommand = &commandList->CmdBuffer[cmd_i];
|
||||
|
||||
const Device::ClipRect clipRect = {
|
||||
static_cast<int>(drawCommand->ClipRect.x),
|
||||
static_cast<int>(drawCommand->ClipRect.y),
|
||||
static_cast<int>(drawCommand->ClipRect.z - drawCommand->ClipRect.x),
|
||||
static_cast<int>(drawCommand->ClipRect.w - drawCommand->ClipRect.y)
|
||||
};
|
||||
CurrentDevice->SetClipRect(clipRect);
|
||||
|
||||
if (drawCommand->UserCallback)
|
||||
{
|
||||
drawCommand->UserCallback(commandList, drawCommand);
|
||||
}
|
||||
else
|
||||
{
|
||||
const bool isWrappedTexture = drawCommand->TextureId == io.Fonts->TexID;
|
||||
|
||||
// Loops over triangles.
|
||||
for (unsigned int i = 0; i + 3 <= drawCommand->ElemCount; i += 3)
|
||||
{
|
||||
const ImDrawVert& v0 = vertexBuffer[indexBuffer[i + 0]];
|
||||
const ImDrawVert& v1 = vertexBuffer[indexBuffer[i + 1]];
|
||||
const ImDrawVert& v2 = vertexBuffer[indexBuffer[i + 2]];
|
||||
|
||||
const Rect& bounding = Rect::CalculateBoundingBox(v0, v1, v2);
|
||||
|
||||
const bool isTriangleUniformColor = v0.col == v1.col && v1.col == v2.col;
|
||||
const bool doesTriangleUseOnlyColor = bounding.UsesOnlyColor();
|
||||
|
||||
// Actually, since we render a whole bunch of rectangles, we try to first detect those, and render them more efficiently.
|
||||
// How are rectangles detected? It's actually pretty simple: If all 6 vertices lie on the extremes of the bounding box,
|
||||
// it's a rectangle.
|
||||
if (i + 6 <= drawCommand->ElemCount)
|
||||
{
|
||||
const ImDrawVert& v3 = vertexBuffer[indexBuffer[i + 3]];
|
||||
const ImDrawVert& v4 = vertexBuffer[indexBuffer[i + 4]];
|
||||
const ImDrawVert& v5 = vertexBuffer[indexBuffer[i + 5]];
|
||||
|
||||
const bool isUniformColor = isTriangleUniformColor && v2.col == v3.col && v3.col == v4.col && v4.col == v5.col;
|
||||
|
||||
if (isUniformColor
|
||||
&& bounding.IsOnExtreme(v0.pos)
|
||||
&& bounding.IsOnExtreme(v1.pos)
|
||||
&& bounding.IsOnExtreme(v2.pos)
|
||||
&& bounding.IsOnExtreme(v3.pos)
|
||||
&& bounding.IsOnExtreme(v4.pos)
|
||||
&& bounding.IsOnExtreme(v5.pos))
|
||||
{
|
||||
// ImGui gives the triangles in a nice order: the first vertex happens to be the topleft corner of our rectangle.
|
||||
// We need to check for the orientation of the texture, as I believe in theory ImGui could feed us a flipped texture,
|
||||
// so that the larger texture coordinates are at topleft instead of bottomright.
|
||||
// We don't consider equal texture coordinates to require a flip, as then the rectangle is mostlikely simply a colored rectangle.
|
||||
const bool doHorizontalFlip = v2.uv.x < v0.uv.x;
|
||||
const bool doVerticalFlip = v2.uv.x < v0.uv.x;
|
||||
|
||||
if (isWrappedTexture)
|
||||
{
|
||||
DrawRectangle(bounding, static_cast<const Texture*>(drawCommand->TextureId), Color(v0.col), doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangle(bounding, static_cast<SDL_Texture*>(drawCommand->TextureId), Color(v0.col), doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
|
||||
i += 3; // Additional increment to account for the extra 3 vertices we consumed.
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (isTriangleUniformColor && doesTriangleUseOnlyColor)
|
||||
{
|
||||
DrawUniformColorTriangle(v0, v1, v2);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Currently we assume that any non rectangular texture samples the font texture. Dunno if that's what actually happens, but it seems to work.
|
||||
assert(isWrappedTexture);
|
||||
DrawTriangle(v0, v1, v2, static_cast<const Texture*>(drawCommand->TextureId));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
indexBuffer += drawCommand->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
CurrentDevice->DisableClip();
|
||||
|
||||
SDL_SetRenderTarget(CurrentDevice->Renderer, initialRenderTarget);
|
||||
|
||||
SDL_RenderSetClipRect(CurrentDevice->Renderer, initialClipEnabled ? &initialClipRect : nullptr);
|
||||
|
||||
SDL_SetRenderDrawColor(CurrentDevice->Renderer,
|
||||
initialR, initialG, initialB, initialA);
|
||||
|
||||
SDL_SetRenderDrawBlendMode(CurrentDevice->Renderer, blendMode);
|
||||
}
|
||||
}
|
4048
lib/imgui/src/imgui_tables.cpp
Normal file
4048
lib/imgui/src/imgui_tables.cpp
Normal file
File diff suppressed because it is too large
Load diff
8187
lib/imgui/src/imgui_widgets.cpp
Normal file
8187
lib/imgui/src/imgui_widgets.cpp
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue