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imgui_impl_agl.cpp
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imgui_impl_agl.cpp
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// ImGui with AllegroGL
// Mainly based on ImGui with freeglut by azer89 (https://github.com/azer89/imgui_freeglut)
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include "imgui.h"
#include "imgui_impl_agl.h"
#include <allegro.h>
#ifdef ALLEGRO_WINDOWS
#include <winalleg.h>
#endif
#include <GL/gl.h>
#include <alleggl.h>
#include <bitset>
// Data
static double ImGui_ImplAGL_Time = 0.0f;
static GLuint ImGui_ImplAGL_FontTexture = 0;
void ImGui_ImplAGL_LowLevelKeyboardHandler(int scancode)
{
ImGuiIO& io = ImGui::GetIO();
if(scancode & 0x80)
{
io.KeysDown[scancode & ~0x80] = false;
}
} END_OF_FUNCTION(ImGui_ImplAGL_LowLevelKeyboardHandler)
int ImGui_ImplAGL_KeyboardHandler(int key, int* scancode)
{
ImGuiIO& io = ImGui::GetIO();
io.KeyCtrl = (key_shifts & KB_CTRL_FLAG) != 0;
io.KeyShift = (key_shifts & KB_SHIFT_FLAG) != 0;
io.KeyAlt = (key_shifts & KB_ALT_FLAG) != 0;
io.KeySuper = ((key_shifts & KB_LWIN_FLAG) != 0) || ((key_shifts & KB_RWIN_FLAG) != 0);
if(key>32 && key != 127)
{
io.AddInputCharacter(key);
}
else
{
if(io.KeyCtrl)
io.AddInputCharacter(key|0x60);
else if(key == ' ')
io.AddInputCharacter(' ');
else
io.KeysDown[*scancode] = true;
}
return key;
} END_OF_FUNCTION(ImGui_ImplAGL_KeyboardHandler)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplAGL_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
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
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
}
idx_buffer += pcmd->ElemCount;
}
}
#undef OFFSETOF
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
}
bool ImGui_ImplAGL_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &ImGui_ImplAGL_FontTexture);
glBindTexture(GL_TEXTURE_2D, ImGui_ImplAGL_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)ImGui_ImplAGL_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplAGL_InvalidateDeviceObjects()
{
if (ImGui_ImplAGL_FontTexture)
{
glDeleteTextures(1, &ImGui_ImplAGL_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
ImGui_ImplAGL_FontTexture = 0;
}
}
bool ImGui_ImplAGL_Init()
{
ImGuiIO& io = ImGui::GetIO();
io.RenderDrawListsFn = ImGui_ImplAGL_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
// Setup key map between ImGui and AllegroGL
io.KeyMap[ImGuiKey_Tab] = KEY_TAB; // tab
io.KeyMap[ImGuiKey_LeftArrow] = KEY_LEFT; // Left
io.KeyMap[ImGuiKey_RightArrow] = KEY_RIGHT; // Right
io.KeyMap[ImGuiKey_UpArrow] = KEY_UP; // Up
io.KeyMap[ImGuiKey_DownArrow] = KEY_DOWN; // Down
io.KeyMap[ImGuiKey_Home] = KEY_HOME; // Home
io.KeyMap[ImGuiKey_End] = KEY_END; // End
io.KeyMap[ImGuiKey_Delete] = KEY_DEL; // Delete
io.KeyMap[ImGuiKey_Backspace] = KEY_BACKSPACE; // Backspace
io.KeyMap[ImGuiKey_Enter] = KEY_ENTER; // Enter
io.KeyMap[ImGuiKey_Escape] = KEY_ESC; // Escape
io.KeyMap[ImGuiKey_A] = 'a'; // A
io.KeyMap[ImGuiKey_C] = 'c'; // C
io.KeyMap[ImGuiKey_V] = 'v'; // V
io.KeyMap[ImGuiKey_X] = 'x'; // X
io.KeyMap[ImGuiKey_Y] = 'y'; // Y
io.KeyMap[ImGuiKey_Z] = 'z'; // Z
// Setup AllegroGL keyboard callbacks
LOCK_FUNCTION(ImGui_ImplAGL_KeyboardHandler);
LOCK_FUNCTION(ImGui_ImplAGL_LowLevelKeyboardHandler);
keyboard_ucallback = ImGui_ImplAGL_KeyboardHandler;
keyboard_lowlevel_callback = ImGui_ImplAGL_LowLevelKeyboardHandler;
return true;
}
void ImGui_ImplAGL_Shutdown()
{
ImGui_ImplAGL_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplAGL_NewFrame(float dTime)
{
if (!ImGui_ImplAGL_FontTexture)
ImGui_ImplAGL_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
io.DisplaySize = ImVec2((float)SCREEN_W, (float)SCREEN_H);
// Setup mouse cursor position and mouse buttons status every frame
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.MouseDown[0] = (mouse_b & 0b001) != 0;
io.MouseDown[1] = (mouse_b & 0b010) != 0;
io.MouseDown[2] = (mouse_b & 0b100) != 0;
// Setup time step
io.DeltaTime = dTime;
// Start the frame
ImGui::NewFrame();
}