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mirror of https://github.com/ocornut/imgui.git synced 2024-09-24 03:28:33 +02:00

Example: Marmalade: shallow tweaks and cleanups to match ImGui coding style (#375)

This commit is contained in:
ocornut 2015-10-15 12:44:30 +02:00
parent 81927b073e
commit 2b3fb5c0f7
3 changed files with 125 additions and 126 deletions

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@ -1,6 +1,9 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// 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>
@ -16,12 +19,12 @@
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static CIwTexture* g_FontTexture = 0;
static char* g_ClipboardText = 0 ;
static bool g_osdKeyboardEnabled = 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_scale = ImVec2(1.0f,1.0f) ;
static ImVec2 g_scale = 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)
@ -36,141 +39,129 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
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();
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) ;
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
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.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 ;
for( int i=0; i < nVert; i++ )
{
// TODO: optimize multiplication on gpu using vertex shader
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.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) ;
IwGxSetVertStreamScreenSpace(pVertStream, nVert);
IwGxSetUVStream(pUVStream);
IwGxSetColStream(pColStream, nVert);
IwGxSetNormStream(0);
for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if(pcmd->UserCallback)
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) ;
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) ;
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
IwGxSetMaterial(pCurrentMaterial);
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
}
idx_buffer += pcmd->ElemCount;
}
IwGxFlush() ;
IwGxFlush();
}
// TODO restore modified state (i.e. mvp matrix)
// TODO: restore modified state (i.e. mvp matrix)
}
static const char* ImGui_Marmalade_GetClipboardText()
{
if(s3eClipboardAvailable()) {
int size = s3eClipboardGetText( NULL, 0 );
if( size > 0 ) {
if(g_ClipboardText) {
delete[] g_ClipboardText ;
g_ClipboardText = 0 ;
if (s3eClipboardAvailable())
{
int size = s3eClipboardGetText(NULL, 0);
if (size > 0)
{
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
}
g_ClipboardText = new char[size] ;
g_ClipboardText[0] = '\0' ;
s3eClipboardGetText(g_ClipboardText,size) ;
g_ClipboardText = new char[size];
g_ClipboardText[0] = '\0';
s3eClipboardGetText(g_ClipboardText, size);
}
}
return g_ClipboardText ;
return g_ClipboardText;
}
static void ImGui_Marmalade_SetClipboardText(const char* text)
{
if( s3eClipboardAvailable() ) {
if (s3eClipboardAvailable())
s3eClipboardSetText(text);
}
}
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData)
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
{
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
// button was pressed. For touchscreens this should always have the value
// button was pressed. For touchscreen this should always have the value
// S3E_POINTER_BUTTON_SELECT
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ;
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
if(pEvent->m_Pressed==1) {
if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
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) {
if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
g_MousePressed[1] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
g_MousePressed[2] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
g_MouseWheel += pEvent->m_y ;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
g_MouseWheel += pEvent->m_y ;
}
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
g_MouseWheel += pEvent->m_y;
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
g_MouseWheel += pEvent->m_y;
}
return 0;
}
//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
//{
// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
//}
int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ;
if( e->m_Pressed == 1 ) {
s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
if (e->m_Pressed == 1)
io.KeysDown[e->m_Key] = true;
}
if(e->m_Pressed == 0) {
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.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;
return 0 ;
return 0;
}
int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData)
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) ) {
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
if ((e->m_Char > 0 && e->m_Char < 0x10000))
io.AddInputCharacter((unsigned short)e->m_Char);
}
return 0 ;
return 0;
}
bool ImGui_Marmalade_CreateDeviceObjects()
@ -183,17 +174,17 @@ bool ImGui_Marmalade_CreateDeviceObjects()
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
g_FontTexture = new CIwTexture() ;
g_FontTexture->SetModifiable(true) ;
CIwImage& image = g_FontTexture->GetImage() ;
image.SetFormat(CIwImage::ARGB_8888) ;
image.SetWidth(width) ;
image.SetHeight(height) ;
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() ;
image.ReadTexels(pixels);
g_FontTexture->SetMipMapping(false);
g_FontTexture->SetFiltering(false);
g_FontTexture->Upload();
// Store the pointer
io.Fonts->TexID = (void *)g_FontTexture;
@ -207,22 +198,23 @@ bool ImGui_Marmalade_CreateDeviceObjects()
void ImGui_Marmalade_InvalidateDeviceObjects()
{
if(g_ClipboardText) {
delete[] g_ClipboardText ;
g_ClipboardText = 0 ;
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
}
if (g_FontTexture)
{
delete g_FontTexture ;
delete g_FontTexture;
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
g_FontTexture = NULL;
}
}
bool ImGui_Marmalade_Init( bool install_callbacks)
bool ImGui_Marmalade_Init(bool install_callbacks)
{
IwGxInit() ;
IwGxInit();
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -251,9 +243,9 @@ bool ImGui_Marmalade_Init( bool install_callbacks)
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) ;
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;
@ -268,20 +260,19 @@ void ImGui_Marmalade_Shutdown()
void ImGui_Marmalade_NewFrame()
{
if (!g_FontTexture) {
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() ;
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 ;
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;
@ -290,7 +281,8 @@ void ImGui_Marmalade_NewFrame()
mouse_y = s3ePointerGetY();
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
for (int i = 0; i < 3; i++) {
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;
}
@ -298,23 +290,29 @@ void ImGui_Marmalade_NewFrame()
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// Start the frame
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
// 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
else
{
// No text input widget is active
if (g_osdKeyboardEnabled)
{
g_osdKeyboardEnabled = false;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
}
}
}

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@ -1,6 +1,9 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// 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
IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
@ -13,7 +16,6 @@ IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
// callbacks (installed by default if you enable 'install_callbacks' during initialization)
// You can also handle inputs yourself and use those as a reference.
IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData);
//IMGUI_API void ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData,void* userData);
IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData);
IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData);
IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData);
IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData);

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@ -11,7 +11,6 @@
#include <s3ePointer.h>
#include <IwGx.h>
int main(int, char**)
{
// Setup ImGui binding
@ -40,11 +39,11 @@ int main(int, char**)
// Main loop
while (true)
{
if( s3eDeviceCheckQuitRequest() )
if (s3eDeviceCheckQuitRequest())
break;
s3eKeyboardUpdate() ;
s3ePointerUpdate() ;
s3eKeyboardUpdate();
s3ePointerUpdate();
ImGui_Marmalade_NewFrame();
// 1. Show a simple window
@ -81,7 +80,7 @@ int main(int, char**)
ImGui::Render();
IwGxSwapBuffers();
s3eDeviceYield(0) ;
s3eDeviceYield(0);
}
// Cleanup