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Diffstat (limited to '3rdparty/imgui/examples/imgui_impl_marmalade.cpp')
-rw-r--r-- | 3rdparty/imgui/examples/imgui_impl_marmalade.cpp | 308 |
1 files changed, 308 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/imgui_impl_marmalade.cpp b/3rdparty/imgui/examples/imgui_impl_marmalade.cpp new file mode 100644 index 00000000..d3aa6983 --- /dev/null +++ b/3rdparty/imgui/examples/imgui_impl_marmalade.cpp @@ -0,0 +1,308 @@ +// dear imgui: Renderer + Platform Binding for Marmalade + IwGx +// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) + +// Implemented features: +// [X] Renderer: 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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#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); + +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_Marmalade_RenderDrawData(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* system_data, void* user_data) +{ + // 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*)system_data; + + 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* system_data, void* user_data) +{ + ImGuiIO& io = ImGui::GetIO(); + s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data; + 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* system_data, void* user_data) +{ + ImGuiIO& io = ImGui::GetIO(); + s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; + 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 = (ImTextureID)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.KeysDown[] 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.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)); + + // 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 + } + } +} |