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315 lines
12 KiB
315 lines
12 KiB
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx |
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! |
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// Missing features: |
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// [ ] Renderer: Clipping rectangles are not honored. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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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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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. |
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). |
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. |
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. |
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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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#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 CIwTexture* g_FontTexture = NULL; |
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static char* g_ClipboardText = NULL; |
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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_RenderScale = ImVec2(1.0f, 1.0f); |
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// Render function. |
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void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized |
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
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return; |
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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 ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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const 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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{ |
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// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix. |
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; |
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.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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// FIXME: Not honoring ClipRect fields. |
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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(void* /*user_data*/) |
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{ |
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if (!s3eClipboardAvailable()) |
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return NULL; |
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if (int size = s3eClipboardGetText(NULL, 0)) |
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{ |
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if (g_ClipboardText) |
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delete[] g_ClipboardText; |
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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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return g_ClipboardText; |
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} |
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static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, 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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int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data) |
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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 touchscreen this should always have the value |
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// S3E_POINTER_BUTTON_SELECT |
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s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data; |
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if (pEvent->m_Pressed == 1) |
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{ |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) |
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g_MousePressed[0] = true; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) |
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g_MousePressed[1] = true; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) |
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g_MousePressed[2] = true; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) |
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io.MouseWheel += pEvent->m_y; |
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) |
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io.MouseWheel += pEvent->m_y; |
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} |
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return 0; |
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} |
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int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data; |
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if (e->m_Pressed == 1) |
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io.KeysDown[e->m_Key] = true; |
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if (e->m_Pressed == 0) |
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io.KeysDown[e->m_Key] = false; |
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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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io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN; |
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return 0; |
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} |
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int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; |
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io.AddInputCharacter((unsigned int)e->m_Char); |
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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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// Build texture atlas |
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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// Upload texture to graphics system |
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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 our identifier |
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io.Fonts->TexID = (ImTextureID)g_FontTexture; |
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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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{ |
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delete[] g_ClipboardText; |
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g_ClipboardText = NULL; |
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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 = NULL; |
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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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ImGuiIO& io = ImGui::GetIO(); |
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; |
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] 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_Insert] = s3eKeyInsert; |
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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_Space] = s3eKeySpace; |
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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_KeyPadEnter] = s3eKeyNumPadEnter; |
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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.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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} |
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return true; |
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} |
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void ImGui_Marmalade_Shutdown() |
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{ |
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ImGui_Marmalade_InvalidateDeviceObjects(); |
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} |
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void ImGui_Marmalade_NewFrame() |
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{ |
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if (!g_FontTexture) |
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ImGui_Marmalade_CreateDeviceObjects(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup display size (every frame to accommodate for window resizing) |
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int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight(); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. |
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io.DisplayFramebufferScale = g_scale; |
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// Setup time step |
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double current_time = s3eTimerGetUST() / 1000.0f; |
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); |
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g_Time = current_time; |
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double mouse_x, mouse_y; |
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mouse_x = s3ePointerGetX(); |
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mouse_y = s3ePointerGetY(); |
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io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.) |
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for (int i = 0; i < 3; i++) |
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{ |
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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. |
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g_MousePressed[i] = false; |
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} |
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// TODO: Hide OS mouse cursor if ImGui is drawing it |
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// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); |
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// Show/hide OSD keyboard |
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if (io.WantTextInput) |
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{ |
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// Some text input widget is active? |
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if (!g_osdKeyboardEnabled) |
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{ |
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g_osdKeyboardEnabled = true; |
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard |
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} |
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} |
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else |
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{ |
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// No text input widget is active |
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if (g_osdKeyboardEnabled) |
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{ |
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g_osdKeyboardEnabled = false; |
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard |
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} |
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} |
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}
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