You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
307 lines
9.9 KiB
307 lines
9.9 KiB
// ImGui Marmalade binding with IwGx |
|
// 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 <s3eClipboard.h> |
|
#include <s3ePointer.h> |
|
#include <s3eKeyboard.h> |
|
#include <IwTexture.h> |
|
#include <IwGx.h> |
|
|
|
// Data |
|
static double g_Time = 0.0f; |
|
static bool g_MousePressed[3] = { false, false, false }; |
|
static float g_MouseWheel = 0.0f; |
|
static CIwTexture* g_FontTexture = 0; |
|
static int g_KeyboardGetCharAvailable = 0 ; |
|
|
|
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
|
void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) |
|
{ |
|
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) |
|
ImGuiIO& io = ImGui::GetIO(); |
|
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; |
|
draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
|
|
|
// Render command lists |
|
for(int n = 0; n < draw_data->CmdListsCount; n++) |
|
{ |
|
const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
|
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); |
|
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); |
|
int nVert = cmd_list->VtxBuffer.size() ; |
|
CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ; |
|
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ; |
|
CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ; |
|
|
|
for( int i=0; i < nVert; i++ ) { |
|
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x ; |
|
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y ; |
|
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ; |
|
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ; |
|
pColStream[i] = cmd_list->VtxBuffer[i].col ; |
|
} |
|
|
|
IwGxSetVertStreamScreenSpace(pVertStream,nVert) ; |
|
IwGxSetUVStream(pUVStream) ; |
|
IwGxSetColStream(pColStream,nVert) ; |
|
IwGxSetNormStream(0) ; |
|
|
|
for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) |
|
{ |
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
|
if(pcmd->UserCallback) |
|
{ |
|
pcmd->UserCallback(cmd_list,pcmd); |
|
} |
|
else |
|
{ |
|
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ; |
|
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ; |
|
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ; |
|
pCurrentMaterial->SetFiltering(false) ; |
|
pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ; |
|
pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); |
|
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); |
|
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ; |
|
IwGxSetMaterial(pCurrentMaterial) ; |
|
|
|
IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ; |
|
} |
|
idx_buffer += pcmd->ElemCount; |
|
} |
|
IwGxFlush() ; |
|
} |
|
|
|
// TODO restore modified state (i.e. mvp matrix) |
|
} |
|
|
|
|
|
static const char* ImGui_Marmalade_GetClipboardText() |
|
{ |
|
static char clipBuf[512] ; |
|
if(s3eClipboardAvailable()) { |
|
s3eClipboardGetText( clipBuf, 512 ); |
|
} |
|
else { |
|
clipBuf[0] = '\0' ; |
|
} |
|
|
|
return clipBuf ; |
|
} |
|
|
|
static void ImGui_Marmalade_SetClipboardText(const char* text) |
|
{ |
|
if( s3eClipboardAvailable() ) { |
|
s3eClipboardSetText(text); |
|
} |
|
} |
|
|
|
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData) |
|
{ |
|
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse |
|
// button was pressed. For touchscreens this should always have the value |
|
// S3E_POINTER_BUTTON_SELECT |
|
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ; |
|
|
|
if(pEvent->m_Pressed==1) { |
|
if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) { |
|
g_MousePressed[0] = true; |
|
} |
|
if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) { |
|
g_MousePressed[1] = true; |
|
} |
|
if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) { |
|
g_MousePressed[2] = true; |
|
} |
|
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) { |
|
g_MouseWheel += pEvent->m_y ; |
|
} |
|
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) { |
|
g_MouseWheel += pEvent->m_y ; |
|
} |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
//void ImGui_Marmalade_ScrollCallback(GLFWwindow*,double /*xoffset*/,double yoffset) |
|
//{ |
|
// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. |
|
//} |
|
|
|
int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData) |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ; |
|
if( e->m_Pressed == 1 ) { |
|
io.KeysDown[e->m_Key] = true; |
|
} |
|
if(e->m_Pressed == 0) { |
|
io.KeysDown[e->m_Key] = false; |
|
} |
|
|
|
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ; |
|
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ; |
|
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ; |
|
|
|
return 0 ; |
|
} |
|
|
|
int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData) |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
|
|
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ; |
|
if( (e->m_Char > 0 && e->m_Char < 0x10000) && io.WantTextInput ) { |
|
io.AddInputCharacter((unsigned short)e->m_Char); |
|
} |
|
|
|
return 0 ; |
|
} |
|
|
|
bool ImGui_Marmalade_CreateDeviceObjects() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
|
|
// Build texture atlas |
|
unsigned char* pixels; |
|
int width, height; |
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
|
|
|
// Create texture |
|
g_FontTexture = new CIwTexture() ; |
|
g_FontTexture->SetModifiable(true) ; |
|
CIwImage& image = g_FontTexture->GetImage() ; |
|
image.SetFormat(CIwImage::Format::ARGB_8888) ; |
|
image.SetWidth(width) ; |
|
image.SetHeight(height) ; |
|
image.SetBuffers(); // allocates and own buffers |
|
image.ReadTexels(pixels) ; |
|
g_FontTexture->SetMipMapping(false) ; |
|
g_FontTexture->SetFiltering(false) ; |
|
g_FontTexture->Upload() ; |
|
|
|
// Store the pointer |
|
io.Fonts->TexID = (void *)g_FontTexture; |
|
|
|
// Cleanup (don't clear the input data if you want to append new fonts later) |
|
io.Fonts->ClearInputData(); |
|
io.Fonts->ClearTexData(); |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_Marmalade_InvalidateDeviceObjects() |
|
{ |
|
if (g_FontTexture) |
|
{ |
|
delete g_FontTexture ; |
|
ImGui::GetIO().Fonts->TexID = 0; |
|
g_FontTexture = 0; |
|
} |
|
} |
|
|
|
bool ImGui_Marmalade_Init( bool install_callbacks) |
|
{ |
|
IwGxInit() ; |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. |
|
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; |
|
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; |
|
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; |
|
io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; |
|
io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; |
|
io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; |
|
io.KeyMap[ImGuiKey_Home] = s3eKeyHome; |
|
io.KeyMap[ImGuiKey_End] = s3eKeyEnd; |
|
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; |
|
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; |
|
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; |
|
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; |
|
io.KeyMap[ImGuiKey_A] = s3eKeyA; |
|
io.KeyMap[ImGuiKey_C] = s3eKeyC; |
|
io.KeyMap[ImGuiKey_V] = s3eKeyV; |
|
io.KeyMap[ImGuiKey_X] = s3eKeyX; |
|
io.KeyMap[ImGuiKey_Y] = s3eKeyY; |
|
io.KeyMap[ImGuiKey_Z] = s3eKeyZ; |
|
|
|
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. |
|
io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; |
|
io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; |
|
|
|
if (install_callbacks) |
|
{ |
|
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ; |
|
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ; |
|
|
|
// enable KEYBOARD_GET_CHAR |
|
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ; |
|
g_KeyboardGetCharAvailable = s3eKeyboardGetInt(S3E_KEYBOARD_GET_CHAR) ; |
|
if( g_KeyboardGetCharAvailable ) { |
|
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ; |
|
} |
|
} |
|
|
|
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 = ImVec2((float)1.0f, (float)1.0f); |
|
|
|
// 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; |
|
|
|
// Setup inputs |
|
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) |
|
//if ( gui_has_focus() ) |
|
//{ |
|
double mouse_x, mouse_y; |
|
mouse_x = s3ePointerGetX(); |
|
mouse_y = s3ePointerGetY(); |
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) |
|
//} |
|
//else |
|
//{ |
|
// io.MousePos = ImVec2(-1,-1); |
|
//} |
|
|
|
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(); |
|
}
|
|
|