From 2acdafe4f2cf844c6e21d77e83b605b7aa1aa75c Mon Sep 17 00:00:00 2001 From: Cedric Guillemet Date: Mon, 25 May 2015 09:40:58 +0200 Subject: [PATCH] imgui_impl_sdl and main sample --- .../opengl_sdl_example/imgui_impl_sdl.cpp | 286 ++++++++++++++++++ examples/opengl_sdl_example/imgui_impl_sdl.h | 12 + examples/opengl_sdl_example/main.cpp | 109 +++++++ 3 files changed, 407 insertions(+) create mode 100644 examples/opengl_sdl_example/imgui_impl_sdl.cpp create mode 100644 examples/opengl_sdl_example/imgui_impl_sdl.h create mode 100644 examples/opengl_sdl_example/main.cpp diff --git a/examples/opengl_sdl_example/imgui_impl_sdl.cpp b/examples/opengl_sdl_example/imgui_impl_sdl.cpp new file mode 100644 index 000000000..2ac1f5be0 --- /dev/null +++ b/examples/opengl_sdl_example/imgui_impl_sdl.cpp @@ -0,0 +1,286 @@ + +#ifdef _MSC_VER +#include +#include +#include +#endif + +#ifdef MACOSX +#include +#endif + +#include +#include +#include +#include "imgui_impl_sdl.h" + +// Data +static double g_Time = 0.0f; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static GLuint g_FontTexture = 0; + +// 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) +static void ImGui_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +{ + if (cmd_lists_count == 0) + return; + + // We are using the OpenGL fixed pipeline to make the example code simpler to read! + // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. + 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 orthographic projection matrix + const float width = ImGui::GetIO().DisplaySize.x; + const float height = ImGui::GetIO().DisplaySize.y; + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0.0f, width, height, 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 < cmd_lists_count; n++) + { + const ImDrawList* cmd_list = cmd_lists[n]; + const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.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))); + + int vtx_offset = 0; + for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; + if (pcmd->user_callback) + { + pcmd->user_callback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); + glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); + glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); + } + vtx_offset += pcmd->vtx_count; + } + } + #undef OFFSETOF + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, 0); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); +} + +static const char* ImGui_ImplSdl_GetClipboardText() +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdl_SetClipboardText(const char* text) +{ + SDL_SetClipboardText(text); +} + +void ImGui_ImplSdl_KeyCallback(int key, bool down) +{ + ImGuiIO& io = ImGui::GetIO(); + if (down) + io.KeysDown[key] = true; + else + io.KeysDown[key] = false; + + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); +} + +void ImGui_ImplSdl_CharCallback(unsigned int c) +{ + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +bool ImGui_ImplSdl_CreateDeviceObjects() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Build texture + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); + + // Create texture + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_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)g_FontTexture; + + io.Fonts->ClearInputData(); + io.Fonts->ClearTexData(); + + return true; +} + +void ImGui_ImplSdl_InvalidateDeviceObjects() +{ + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdl_Init(SDL_Window *window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; + io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; + io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; + io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; + +#ifdef _MSC_VER + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#endif + + return true; +} + +void ImGui_ImplSdl_Shutdown() +{ + ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +bool ImGui_ImplSdl_NewFrame(SDL_Window *window) +{ + if (!g_FontTexture) + ImGui_ImplSdl_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + bool done(false); + SDL_Event event; + while (SDL_PollEvent(&event)) + { + switch (event.type) + { + case SDL_QUIT: + done = true; + break; + case SDL_MOUSEWHEEL: + if (event.wheel.y>0 ) + { + g_MouseWheel = 1; + } + if (event.wheel.y<0 ) + { + g_MouseWheel = -1; + } + break; + case SDL_TEXTINPUT: + ImGui_ImplSdl_CharCallback(event.text.text[0]); + break; + case SDL_KEYUP: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, false); + break; + case SDL_KEYDOWN: + ImGui_ImplSdl_KeyCallback(event.key.keysym.sym&~SDLK_SCANCODE_MASK, true); + break; + default: + break; + } + } + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + SDL_GetWindowSize(window, &w, &h); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Time + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + Uint32 windowFlags = SDL_GetWindowFlags(window); + if (windowFlags&SDL_WINDOW_MOUSE_FOCUS) + { + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + } + else + { + io.MousePos = ImVec2(-1,-1); + } + + for (int i = 0; i < 3; i++) + { + io.MouseDown[i] = g_MousePressed[i] || (mouseMask&(1< +#include "imgui_impl_sdl.h" +#include + +#ifdef WIN32 +#include +#include +#include +#endif + +#ifdef MACOSX +#include + +#endif + +#include + +int SDL_main(int /*argc*/, char* /*argv*/[]) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_EVERYTHING) != 0) + return -1; + + // Init OpenGL + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + + int width(1024), height(576); + + // SDL window + SDL_DisplayMode current; + SDL_GetCurrentDisplayMode(0, ¤t); + SDL_Window *window = SDL_CreateWindow( "ImGui OpenGL2/SDL2 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE ); + + // Create an OpenGL context associated with the window. + SDL_GLContext glcontext = SDL_GL_CreateContext(window); + + // Setup ImGui binding + ImGui_ImplSdl_Init(window); + //ImGuiIO& io = ImGui::GetIO(); + //ImFont* my_font0 = io.Fonts->AddFontDefault(); + //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); + //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); + //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1; + //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1; + //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese()); + + bool show_test_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImColor(114, 144, 154); + + bool done(false); + // Main loop + while(!done) + { + done = ImGui_ImplSdl_NewFrame(window); + + // 1. Show a simple window + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + { + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::ColorEdit3("clear color", (float*)&clear_color); + if (ImGui::Button("Test Window")) show_test_window ^= 1; + if (ImGui::Button("Another Window")) show_another_window ^= 1; + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + } + + // 2. Show another simple window, this time using an explicit Begin/End pair + if (show_another_window) + { + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello"); + ImGui::End(); + } + + // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() + if (show_test_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::ShowTestWindow(&show_test_window); + } + + // Rendering + glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui::Render(); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplSdl_Shutdown(); + + SDL_GL_DeleteContext(glcontext); + SDL_DestroyWindow(window); + + SDL_Quit(); + + return 0; +}