309 lines
11 KiB
C++
309 lines
11 KiB
C++
// ImGui Marmalade binding with IwGx
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// Implemented features:
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// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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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
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of 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 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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// 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 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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// TODO: 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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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* 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 touchscreen 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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{
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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* 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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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* 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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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 = (void *)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.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_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_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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}
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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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// 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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// 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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