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316 lines
12 KiB
316 lines
12 KiB
// ImGui Allegro 5 bindings |
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// Implemented features: |
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// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
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// Missing features: |
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// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui, Original code by @birthggd |
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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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// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. |
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// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. |
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplA5_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 <stdint.h> // uint64_t |
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#include <cstring> // memcpy |
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#include "imgui.h" |
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#include "imgui_impl_allegro5.h" |
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#include <allegro5/allegro.h> |
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#include <allegro5/allegro_primitives.h> |
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#ifdef _WIN32 |
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#include <allegro5/allegro_windows.h> |
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#endif |
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// Data |
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static ALLEGRO_DISPLAY* g_Display = NULL; |
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static ALLEGRO_BITMAP* g_Texture = NULL; |
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static double g_Time = 0.0; |
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static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL; |
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static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL; |
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struct ImDrawVertAllegro |
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{ |
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ImVec2 pos; |
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ImVec2 uv; |
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ALLEGRO_COLOR col; |
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}; |
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// Render function. |
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) |
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void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data) |
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{ |
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int op, src, dst; |
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al_get_blender(&op, &src, &dst); |
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al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats |
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static ImVector<ImDrawVertAllegro> vertices; |
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vertices.resize(cmd_list->VtxBuffer.Size); |
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for (int i = 0; i < cmd_list->VtxBuffer.Size; ++i) |
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{ |
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const ImDrawVert &dv = cmd_list->VtxBuffer[i]; |
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ImDrawVertAllegro v; |
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v.pos = dv.pos; |
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v.uv = dv.uv; |
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unsigned char *c = (unsigned char*)&dv.col; |
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v.col = al_map_rgba(c[0], c[1], c[2], c[3]); |
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vertices[i] = v; |
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} |
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const int* indices = NULL; |
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if (sizeof(ImDrawIdx) == 2) |
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{ |
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// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices. |
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// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. |
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static ImVector<int> indices_converted; |
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indices_converted.resize(cmd_list->IdxBuffer.Size); |
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for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) |
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indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i]; |
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indices = indices_converted.Data; |
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} |
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else if (sizeof(ImDrawIdx) == 4) |
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{ |
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indices = (const int*)cmd_list->IdxBuffer.Data; |
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} |
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int idx_offset = 0; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId; |
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al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y); |
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al_draw_indexed_prim(&vertices[0], g_VertexDecl, texture, &indices[idx_offset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); |
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} |
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idx_offset += pcmd->ElemCount; |
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} |
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} |
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// Restore modified state |
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al_set_blender(op, src, dst); |
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al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display)); |
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} |
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bool Imgui_ImplA5_CreateDeviceObjects() |
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{ |
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// Build texture atlas |
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ImGuiIO &io = ImGui::GetIO(); |
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unsigned char *pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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// Create texture |
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int flags = al_get_new_bitmap_flags(); |
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int fmt = al_get_new_bitmap_format(); |
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR); |
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al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); |
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ALLEGRO_BITMAP* img = al_create_bitmap(width, height); |
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al_set_new_bitmap_flags(flags); |
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al_set_new_bitmap_format(fmt); |
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if (!img) |
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return false; |
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ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); |
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if (!locked_img) |
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{ |
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al_destroy_bitmap(img); |
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return false; |
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} |
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memcpy(locked_img->data, pixels, sizeof(int)*width*height); |
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al_unlock_bitmap(img); |
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// Convert software texture to hardware texture. |
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ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); |
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al_destroy_bitmap(img); |
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if (!cloned_img) |
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return false; |
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// Store our identifier |
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io.Fonts->TexID = (void*)cloned_img; |
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g_Texture = cloned_img; |
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// Create an invisible mouse cursor |
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// Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. |
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ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8); |
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g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); |
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al_destroy_bitmap(mouse_cursor); |
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return true; |
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} |
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void ImGui_ImplA5_InvalidateDeviceObjects() |
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{ |
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if (g_Texture) |
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{ |
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al_destroy_bitmap(g_Texture); |
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ImGui::GetIO().Fonts->TexID = NULL; |
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g_Texture = NULL; |
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} |
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if (g_MouseCursorInvisible) |
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{ |
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al_destroy_mouse_cursor(g_MouseCursorInvisible); |
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g_MouseCursorInvisible = NULL; |
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} |
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} |
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bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) |
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{ |
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g_Display = display; |
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// Create custom vertex declaration. |
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// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. |
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// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. |
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ALLEGRO_VERTEX_ELEMENT elems[] = |
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{ |
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{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) }, |
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{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) }, |
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{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, |
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{ 0, 0, 0 } |
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}; |
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g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB; |
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io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP; |
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io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN; |
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io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME; |
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io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END; |
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io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT; |
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io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; |
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io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; |
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io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; |
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io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; |
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io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; |
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io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; |
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io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X; |
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io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; |
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io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; |
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#ifdef _WIN32 |
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io.ImeWindowHandle = al_get_win_window_handle(g_Display); |
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#endif |
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return true; |
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} |
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void ImGui_ImplA5_Shutdown() |
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{ |
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ImGui_ImplA5_InvalidateDeviceObjects(); |
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} |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev) |
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{ |
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ImGuiIO &io = ImGui::GetIO(); |
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switch (ev->type) |
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{ |
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case ALLEGRO_EVENT_MOUSE_AXES: |
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io.MouseWheel += ev->mouse.dz; |
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io.MouseWheelH += ev->mouse.dw; |
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return true; |
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case ALLEGRO_EVENT_KEY_CHAR: |
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if (ev->keyboard.display == g_Display) |
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if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000) |
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io.AddInputCharacter((unsigned short)ev->keyboard.unichar); |
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return true; |
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case ALLEGRO_EVENT_KEY_DOWN: |
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case ALLEGRO_EVENT_KEY_UP: |
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if (ev->keyboard.display == g_Display) |
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io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN); |
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return true; |
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} |
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return false; |
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} |
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void ImGui_ImplA5_NewFrame() |
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{ |
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if (!g_Texture) |
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Imgui_ImplA5_CreateDeviceObjects(); |
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ImGuiIO &io = ImGui::GetIO(); |
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// Setup display size (every frame to accommodate for window resizing) |
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int w, h; |
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w = al_get_display_width(g_Display); |
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h = al_get_display_height(g_Display); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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// Setup time step |
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double current_time = al_get_time(); |
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); |
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g_Time = current_time; |
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// Setup inputs |
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ALLEGRO_KEYBOARD_STATE keys; |
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al_get_keyboard_state(&keys); |
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io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL); |
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io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT); |
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io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR); |
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io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN); |
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ALLEGRO_MOUSE_STATE mouse; |
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if (keys.display == g_Display) |
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{ |
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al_get_mouse_state(&mouse); |
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io.MousePos = ImVec2((float)mouse.x, (float)mouse.y); |
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} |
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else |
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{ |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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} |
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al_get_mouse_state(&mouse); |
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io.MouseDown[0] = mouse.buttons & (1 << 0); |
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io.MouseDown[1] = mouse.buttons & (1 << 1); |
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io.MouseDown[2] = mouse.buttons & (1 << 2); |
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// Hide OS mouse cursor if ImGui is drawing it |
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if (io.MouseDrawCursor) |
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{ |
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al_set_mouse_cursor(g_Display, g_MouseCursorInvisible); |
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} |
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else |
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{ |
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ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; |
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switch (ImGui::GetMouseCursor()) |
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{ |
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case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; |
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case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; |
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case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; |
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case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; |
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case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; |
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case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; |
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} |
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al_set_system_mouse_cursor(g_Display, cursor_id); |
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} |
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. |
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ImGui::NewFrame(); |
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}
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