protot/3rdparty/imgui/examples/marmalade_example/imgui_impl_marmalade.cpp

309 lines
11 KiB
C++

// ImGui Marmalade binding with IwGx
// Implemented features:
// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// Copyright (C) 2015 by Giovanni Zito
// This file is part of 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 CIwTexture* g_FontTexture = NULL;
static char* g_ClipboardText = NULL;
static bool g_osdKeyboardEnabled = false;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
// 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();
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 ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
const 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++ )
{
// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.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(void* /*user_data*/)
{
if (!s3eClipboardAvailable())
return NULL;
if (int size = s3eClipboardGetText(NULL, 0))
{
if (g_ClipboardText)
delete[] g_ClipboardText;
g_ClipboardText = new char[size];
g_ClipboardText[0] = '\0';
s3eClipboardGetText(g_ClipboardText, size);
}
return g_ClipboardText;
}
static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, 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 touchscreen 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)
io.MouseWheel += pEvent->m_y;
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
io.MouseWheel += pEvent->m_y;
}
return 0;
}
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;
io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == 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.AddInputCharacter((unsigned short)e->m_Char);
return 0;
}
bool ImGui_Marmalade_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
g_FontTexture = new CIwTexture();
g_FontTexture->SetModifiable(true);
CIwImage& image = g_FontTexture->GetImage();
image.SetFormat(CIwImage::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 our identifier
io.Fonts->TexID = (void *)g_FontTexture;
return true;
}
void ImGui_Marmalade_InvalidateDeviceObjects()
{
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
}
if (g_FontTexture)
{
delete g_FontTexture;
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = NULL;
}
}
bool ImGui_Marmalade_Init(bool install_callbacks)
{
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_Insert] = s3eKeyInsert;
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
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);
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
}
return true;
}
void ImGui_Marmalade_Shutdown()
{
ImGui_Marmalade_InvalidateDeviceObjects();
}
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 (set to -FLT_MAX,-FLT_MAX 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;
}
// TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// 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.
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
}
}
}