Merge pull request #375 from gzito/master
	
		
	
				
					
				
			Examples: Added example app for the Marmalade platform.features/sdl_renderer3_multiviewports
						commit
						81927b073e
					
				
				 6 changed files with 510 additions and 0 deletions
			
			
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					# This file is for configuration settings for your | 
				
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					# application. | 
				
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					# | 
				
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					# The syntax is similar to windows .ini files ie | 
				
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					# | 
				
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					# [GroupName] | 
				
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					# Setting = Value | 
				
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					# | 
				
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					# Which can be read by your application using | 
				
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					#  e.g s3eConfigGetString("GroupName", "Setting", string) | 
				
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					# | 
				
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					# All settings must be documented in .config.txt files. | 
				
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					# New settings specific to this application should be | 
				
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					# documented in app.config.txt | 
				
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					# | 
				
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					# Some conditional operations are also permitted, see the | 
				
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					# S3E documentation for details. | 
				
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					[S3E] | 
				
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					MemSize=6000000 | 
				
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					MemSizeDebug=6000000 | 
				
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					DispFixRot=FixedLandscape | 
				
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					# emulate iphone 5 resolution, change these settings to emulate other display resolution | 
				
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					WinWidth=1136 | 
				
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					WinHeight=640 | 
				
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					[GX] | 
				
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					DataCacheSize=131070 | 
				
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					[Util]  | 
				
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					#MemoryBreakpoint=1282 | 
				
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					// ImGui Marmalade binding with IwGx
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					// Copyright (C) 2015 by Giovanni Zito
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					// This file is part of ImGui
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					// https://github.com/ocornut/imgui
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					#include <imgui.h> | 
				
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					#include "imgui_impl_marmalade.h" | 
				
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					#include <s3eClipboard.h> | 
				
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					#include <s3ePointer.h>  | 
				
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					#include <s3eKeyboard.h> | 
				
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					#include <IwTexture.h> | 
				
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					#include <IwGx.h> | 
				
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					// Data
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					static double       g_Time = 0.0f; | 
				
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					static bool         g_MousePressed[3] = { false, false, false }; | 
				
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					static float        g_MouseWheel = 0.0f; | 
				
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					static CIwTexture*  g_FontTexture = 0; | 
				
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					static char*        g_ClipboardText = 0 ; | 
				
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					static bool         g_osdKeyboardEnabled = false ; | 
				
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					// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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					static ImVec2       g_scale = ImVec2(1.0f,1.0f) ; | 
				
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					// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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					void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) | 
				
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					{ | 
				
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					    // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    draw_data->ScaleClipRects(io.DisplayFramebufferScale); | 
				
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					    // Render command lists
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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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					        const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); | 
				
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					        const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); | 
				
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					        int nVert = cmd_list->VtxBuffer.size() ; | 
				
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					        CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ; | 
				
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					        CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ; | 
				
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					        CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ; | 
				
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					        for( int i=0; i < nVert; i++ ) { | 
				
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					            // todo - optimize multiplication on gpu using vertex shader
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					            pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ; | 
				
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					            pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y ; | 
				
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					            pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ; | 
				
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					            pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ; | 
				
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					            pColStream[i] = cmd_list->VtxBuffer[i].col ; | 
				
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					        } | 
				
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					        IwGxSetVertStreamScreenSpace(pVertStream,nVert) ; | 
				
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					        IwGxSetUVStream(pUVStream) ; | 
				
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					        IwGxSetColStream(pColStream,nVert) ; | 
				
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					        IwGxSetNormStream(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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					                CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ; | 
				
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					                pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ; | 
				
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					                pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ; | 
				
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					                pCurrentMaterial->SetFiltering(false) ; | 
				
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					                pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ; | 
				
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					                pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); | 
				
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					                pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); | 
				
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					                pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ; | 
				
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					                IwGxSetMaterial(pCurrentMaterial) ; | 
				
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					                IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ; | 
				
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					            } | 
				
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					            idx_buffer += pcmd->ElemCount; | 
				
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					        } | 
				
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					        IwGxFlush() ; | 
				
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					    } | 
				
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					    // TODO restore modified state (i.e. mvp matrix)
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					} | 
				
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					static const char* ImGui_Marmalade_GetClipboardText() | 
				
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					{ | 
				
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					    if(s3eClipboardAvailable()) { | 
				
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					        int size = s3eClipboardGetText( NULL, 0 ); | 
				
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					        if( size > 0 ) { | 
				
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					            if(g_ClipboardText) { | 
				
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					                delete[] g_ClipboardText ; | 
				
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					                g_ClipboardText = 0 ; | 
				
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					            } | 
				
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					            g_ClipboardText = new char[size] ; | 
				
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					            g_ClipboardText[0] = '\0' ; | 
				
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					            s3eClipboardGetText(g_ClipboardText,size) ; | 
				
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					        } | 
				
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					    } | 
				
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					    return g_ClipboardText ; | 
				
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					} | 
				
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					static void ImGui_Marmalade_SetClipboardText(const char* text) | 
				
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					{ | 
				
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					    if( s3eClipboardAvailable() ) { | 
				
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					        s3eClipboardSetText(text); | 
				
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					    } | 
				
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					} | 
				
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					int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData) | 
				
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					{ | 
				
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					    // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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					    // button was pressed.  For touchscreens this should always have the value
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					    // S3E_POINTER_BUTTON_SELECT
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					    s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ; | 
				
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					    if(pEvent->m_Pressed==1) { | 
				
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					        if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) { | 
				
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					            g_MousePressed[0] = true; | 
				
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					        } | 
				
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					        if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) { | 
				
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					            g_MousePressed[1] = true; | 
				
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					        } | 
				
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					        if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) { | 
				
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					            g_MousePressed[2] = true; | 
				
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					        } | 
				
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					        if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) { | 
				
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					            g_MouseWheel += pEvent->m_y ; | 
				
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					        } | 
				
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					        if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) { | 
				
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					            g_MouseWheel += pEvent->m_y ; | 
				
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					        } | 
				
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					    } | 
				
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					    return 0; | 
				
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					} | 
				
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					//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
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					//{
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					//  g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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					//}
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					int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData) | 
				
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					{ | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ; | 
				
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					    if( e->m_Pressed == 1 ) { | 
				
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					        io.KeysDown[e->m_Key] = true; | 
				
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					    } | 
				
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					    if(e->m_Pressed == 0) { | 
				
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					        io.KeysDown[e->m_Key] = false; | 
				
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					    } | 
				
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					    io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ; | 
				
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					    io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ; | 
				
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					    io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ; | 
				
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					    return 0 ; | 
				
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					} | 
				
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					int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData) | 
				
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					{ | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ; | 
				
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					    if( (e->m_Char > 0 && e->m_Char < 0x10000) ) { | 
				
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					        io.AddInputCharacter((unsigned short)e->m_Char); | 
				
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					    } | 
				
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					    return 0 ; | 
				
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					} | 
				
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					bool ImGui_Marmalade_CreateDeviceObjects() | 
				
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					{ | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    // Build texture atlas
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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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					    g_FontTexture = new CIwTexture() ; | 
				
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					    g_FontTexture->SetModifiable(true) ; | 
				
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					    CIwImage& image = g_FontTexture->GetImage() ; | 
				
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					    image.SetFormat(CIwImage::ARGB_8888) ; | 
				
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					    image.SetWidth(width) ; | 
				
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					    image.SetHeight(height) ; | 
				
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					    image.SetBuffers();                                    // allocates and own buffers
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					    image.ReadTexels(pixels) ; | 
				
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					    g_FontTexture->SetMipMapping(false) ; | 
				
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					    g_FontTexture->SetFiltering(false) ; | 
				
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					    g_FontTexture->Upload() ; | 
				
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					    // Store the pointer
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					    io.Fonts->TexID = (void *)g_FontTexture; | 
				
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					    // Cleanup (don't clear the input data if you want to append new fonts later)
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					    io.Fonts->ClearInputData(); | 
				
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					    io.Fonts->ClearTexData(); | 
				
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					    return true; | 
				
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					} | 
				
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					void    ImGui_Marmalade_InvalidateDeviceObjects() | 
				
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					{ | 
				
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					    if(g_ClipboardText) { | 
				
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					        delete[] g_ClipboardText ; | 
				
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					        g_ClipboardText = 0 ; | 
				
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					    } | 
				
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					    if (g_FontTexture) | 
				
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					    { | 
				
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					        delete g_FontTexture ; | 
				
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					        ImGui::GetIO().Fonts->TexID = 0; | 
				
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					        g_FontTexture = 0; | 
				
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					    } | 
				
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					} | 
				
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					bool    ImGui_Marmalade_Init( bool install_callbacks) | 
				
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					{ | 
				
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					    IwGxInit() ; | 
				
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					    ImGuiIO& io = ImGui::GetIO(); | 
				
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					    io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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					    io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; | 
				
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					    io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; | 
				
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					    io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; | 
				
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					    io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; | 
				
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					    io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; | 
				
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					    io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; | 
				
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					    io.KeyMap[ImGuiKey_Home] = s3eKeyHome; | 
				
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					    io.KeyMap[ImGuiKey_End] = s3eKeyEnd; | 
				
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					    io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; | 
				
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					    io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; | 
				
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					    io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; | 
				
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					    io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; | 
				
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					    io.KeyMap[ImGuiKey_A] = s3eKeyA; | 
				
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					    io.KeyMap[ImGuiKey_C] = s3eKeyC; | 
				
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					    io.KeyMap[ImGuiKey_V] = s3eKeyV; | 
				
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					    io.KeyMap[ImGuiKey_X] = s3eKeyX; | 
				
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					    io.KeyMap[ImGuiKey_Y] = s3eKeyY; | 
				
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					    io.KeyMap[ImGuiKey_Z] = s3eKeyZ; | 
				
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					    io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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					    io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; | 
				
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					    io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; | 
				
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					    if (install_callbacks) | 
				
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					    { | 
				
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					        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ; | 
				
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					        s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ; | 
				
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					        s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ; | 
				
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 | 
					    } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    return true; | 
				
			||||||
 | 
					} | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void ImGui_Marmalade_Shutdown() | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    ImGui_Marmalade_InvalidateDeviceObjects(); | 
				
			||||||
 | 
					    ImGui::Shutdown(); | 
				
			||||||
 | 
					    IwGxTerminate(); | 
				
			||||||
 | 
					} | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void ImGui_Marmalade_NewFrame() | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    if (!g_FontTexture) { | 
				
			||||||
 | 
					        ImGui_Marmalade_CreateDeviceObjects(); | 
				
			||||||
 | 
					    } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    ImGuiIO& io = ImGui::GetIO(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Setup display size (every frame to accommodate for window resizing)
 | 
				
			||||||
 | 
					    int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ; | 
				
			||||||
 | 
					    io.DisplaySize = ImVec2((float)w, (float)h); | 
				
			||||||
 | 
					     // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
 | 
				
			||||||
 | 
					    io.DisplayFramebufferScale = g_scale; | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Setup time step
 | 
				
			||||||
 | 
					    double current_time =  s3eTimerGetUST() / 1000.0f ; | 
				
			||||||
 | 
					    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | 
				
			||||||
 | 
					    g_Time = current_time; | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    double mouse_x, mouse_y; | 
				
			||||||
 | 
					    mouse_x = s3ePointerGetX(); | 
				
			||||||
 | 
					    mouse_y = s3ePointerGetY(); | 
				
			||||||
 | 
					    io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y);   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
 | 
				
			||||||
 | 
					   
 | 
				
			||||||
 | 
					    for (int i = 0; i < 3; i++) { | 
				
			||||||
 | 
					        io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
 | 
				
			||||||
 | 
					        g_MousePressed[i] = false; | 
				
			||||||
 | 
					    } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    io.MouseWheel = g_MouseWheel; | 
				
			||||||
 | 
					    g_MouseWheel = 0.0f; | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Hide OS mouse cursor if ImGui is drawing it
 | 
				
			||||||
 | 
					//   s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Start the frame
 | 
				
			||||||
 | 
					    ImGui::NewFrame(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					     // show/hide OSD keyboard
 | 
				
			||||||
 | 
					    if( io.WantTextInput ) {    // some text input widget is active?
 | 
				
			||||||
 | 
					        if( !g_osdKeyboardEnabled ) { | 
				
			||||||
 | 
					            g_osdKeyboardEnabled = true ; | 
				
			||||||
 | 
					            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ;    // show OSD keyboard
 | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					    } | 
				
			||||||
 | 
					    else {    // no text input widget is active
 | 
				
			||||||
 | 
					        if(g_osdKeyboardEnabled) { | 
				
			||||||
 | 
					            g_osdKeyboardEnabled = false ; | 
				
			||||||
 | 
					            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,0) ;    // hide OSD keyboard
 | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					    } | 
				
			||||||
 | 
					} | 
				
			||||||
@ -0,0 +1,19 @@ | 
				
			|||||||
 | 
					// ImGui Marmalade binding with IwGx
 | 
				
			||||||
 | 
					// Copyright (C) 2015 by Giovanni Zito
 | 
				
			||||||
 | 
					// This file is part of ImGui
 | 
				
			||||||
 | 
					// https://github.com/ocornut/imgui
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					IMGUI_API bool        ImGui_Marmalade_Init(bool install_callbacks); | 
				
			||||||
 | 
					IMGUI_API void        ImGui_Marmalade_Shutdown(); | 
				
			||||||
 | 
					IMGUI_API void        ImGui_Marmalade_NewFrame(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Use if you want to reset your rendering device without losing ImGui state.
 | 
				
			||||||
 | 
					IMGUI_API void        ImGui_Marmalade_InvalidateDeviceObjects(); | 
				
			||||||
 | 
					IMGUI_API bool        ImGui_Marmalade_CreateDeviceObjects(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// callbacks (installed by default if you enable 'install_callbacks' during initialization)
 | 
				
			||||||
 | 
					// You can also handle inputs yourself and use those as a reference.
 | 
				
			||||||
 | 
					IMGUI_API int32       ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData); | 
				
			||||||
 | 
					//IMGUI_API void        ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
 | 
				
			||||||
 | 
					IMGUI_API int32       ImGui_Marmalade_KeyCallback(void* SystemData,void* userData); | 
				
			||||||
 | 
					IMGUI_API int32       ImGui_Marmalade_CharCallback(void* SystemData,void* userData); | 
				
			||||||
@ -0,0 +1,91 @@ | 
				
			|||||||
 | 
					// ImGui - standalone example application for Marmalade
 | 
				
			||||||
 | 
					// Copyright (C) 2015 by Giovanni Zito
 | 
				
			||||||
 | 
					// This file is part of ImGui
 | 
				
			||||||
 | 
					// https://github.com/ocornut/imgui
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include <imgui.h> | 
				
			||||||
 | 
					#include "imgui_impl_marmalade.h" | 
				
			||||||
 | 
					#include <stdio.h> | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include <s3eKeyboard.h> | 
				
			||||||
 | 
					#include <s3ePointer.h> | 
				
			||||||
 | 
					#include <IwGx.h> | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					int main(int, char**) | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    // Setup ImGui binding
 | 
				
			||||||
 | 
					    ImGui_Marmalade_Init(true); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Load Fonts
 | 
				
			||||||
 | 
					    // (see extra_fonts/README.txt for more details)
 | 
				
			||||||
 | 
					    //ImGuiIO& io = ImGui::GetIO();
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontDefault();
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
 | 
				
			||||||
 | 
					    //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
 | 
				
			||||||
 | 
					    //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    bool show_test_window = true; | 
				
			||||||
 | 
					    bool show_another_window = false; | 
				
			||||||
 | 
					    ImVec4 clear_color = ImColor(114, 144, 154); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Main loop
 | 
				
			||||||
 | 
					    while (true) | 
				
			||||||
 | 
					    { | 
				
			||||||
 | 
					         if( s3eDeviceCheckQuitRequest() ) | 
				
			||||||
 | 
					             break; | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					         s3eKeyboardUpdate() ; | 
				
			||||||
 | 
					         s3ePointerUpdate() ; | 
				
			||||||
 | 
					         ImGui_Marmalade_NewFrame(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // 1. Show a simple window
 | 
				
			||||||
 | 
					        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
 | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            static float f = 0.0f; | 
				
			||||||
 | 
					            ImGui::Text("Hello, world!"); | 
				
			||||||
 | 
					            ImGui::SliderFloat("float", &f, 0.0f, 1.0f); | 
				
			||||||
 | 
					            ImGui::ColorEdit3("clear color", (float*)&clear_color); | 
				
			||||||
 | 
					            if (ImGui::Button("Test Window")) show_test_window ^= 1; | 
				
			||||||
 | 
					            if (ImGui::Button("Another Window")) show_another_window ^= 1; | 
				
			||||||
 | 
					            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // 2. Show another simple window, this time using an explicit Begin/End pair
 | 
				
			||||||
 | 
					        if (show_another_window) | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); | 
				
			||||||
 | 
					            ImGui::Begin("Another Window", &show_another_window); | 
				
			||||||
 | 
					            ImGui::Text("Hello"); | 
				
			||||||
 | 
					            ImGui::End(); | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
 | 
				
			||||||
 | 
					        if (show_test_window) | 
				
			||||||
 | 
					        { | 
				
			||||||
 | 
					            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); | 
				
			||||||
 | 
					            ImGui::ShowTestWindow(&show_test_window); | 
				
			||||||
 | 
					        } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Rendering
 | 
				
			||||||
 | 
					        IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ; | 
				
			||||||
 | 
					        IwGxClear(); | 
				
			||||||
 | 
					        ImGui::Render(); | 
				
			||||||
 | 
					        IwGxSwapBuffers(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        s3eDeviceYield(0) ; | 
				
			||||||
 | 
					    } | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Cleanup
 | 
				
			||||||
 | 
					    ImGui_Marmalade_Shutdown(); | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    return 0; | 
				
			||||||
 | 
					} | 
				
			||||||
@ -0,0 +1,44 @@ | 
				
			|||||||
 | 
					#!/usr/bin/env mkb | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# ImGui - standalone example application for Marmalade | 
				
			||||||
 | 
					# Copyright (C) 2015 by Giovanni Zito | 
				
			||||||
 | 
					# This file is part of ImGui | 
				
			||||||
 | 
					# https://github.com/ocornut/imgui | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					define IMGUI_DISABLE_INCLUDE_IMCONFIG_H | 
				
			||||||
 | 
					define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS | 
				
			||||||
 | 
					define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS | 
				
			||||||
 | 
					define _snprintf=snprintf | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					options | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    optimise-speed=1 | 
				
			||||||
 | 
					} | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					includepaths | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    ../.. | 
				
			||||||
 | 
					} | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					subprojects | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    iwgx | 
				
			||||||
 | 
					} | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					files | 
				
			||||||
 | 
					{ | 
				
			||||||
 | 
					    (.) | 
				
			||||||
 | 
					    ["imgui"] | 
				
			||||||
 | 
					    ../../imgui.cpp | 
				
			||||||
 | 
					    ../../imgui_demo.cpp | 
				
			||||||
 | 
					    ../../imgui_draw.cpp | 
				
			||||||
 | 
					    ../../imconfig.h | 
				
			||||||
 | 
					    ../../imgui.h | 
				
			||||||
 | 
					   ../../imgui_internal.h | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    ["imgui","Marmalade binding"] | 
				
			||||||
 | 
					    imgui_impl_marmalade.h | 
				
			||||||
 | 
					    imgui_impl_marmalade.cpp | 
				
			||||||
 | 
					    main.cpp | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					} | 
				
			||||||
					Loading…
					
					
				
		Reference in New Issue