mirror of
https://gitlab.com/square-game-liberation-front/F.E.I.S.git
synced 2025-02-23 05:30:00 +01:00
now with actual imgui
This commit is contained in:
parent
0f316b223d
commit
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28
imgui/imconfig-SFML.h
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28
imgui/imconfig-SFML.h
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@ -0,0 +1,28 @@
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// Add this to your imconfig.h
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Color.hpp>
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#define IM_VEC2_CLASS_EXTRA \
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template <typename T> \
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ImVec2(const sf::Vector2<T>& v) { \
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x = static_cast<float>(v.x); \
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y = static_cast<float>(v.y); \
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} \
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\
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template <typename T> \
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operator sf::Vector2<T>() const { \
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return sf::Vector2<T>(x, y); \
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}
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const sf::Color & c) \
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: ImVec4(c.r / 255.f, c.g / 255.f, c.b / 255.f, c.a / 255.f) { \
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} \
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operator sf::Color() const { \
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return sf::Color( \
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static_cast<sf::Uint8>(x * 255.f), \
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static_cast<sf::Uint8>(y * 255.f), \
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static_cast<sf::Uint8>(z * 255.f), \
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static_cast<sf::Uint8>(w * 255.f)); \
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}
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100
imgui/imconfig.h
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100
imgui/imconfig.h
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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
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// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
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// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
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// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
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// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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//-----------------------------------------------------------------------------
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#pragma once
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
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//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE_DEMO_WINDOWS
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
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//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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// By default the embedded implementations are declared static and not available outside of imgui cpp files.
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//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
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//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
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//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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operator MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
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//#define ImDrawIdx unsigned int
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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/*
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namespace ImGui
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{
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void MyFunction(const char* name, const MyMatrix44& v);
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}
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*/
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Color.hpp>
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#define IM_VEC2_CLASS_EXTRA \
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template <typename T> \
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ImVec2(const sf::Vector2<T>& v) { \
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x = static_cast<float>(v.x); \
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y = static_cast<float>(v.y); \
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} \
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\
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template <typename T> \
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operator sf::Vector2<T>() const { \
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return sf::Vector2<T>(x, y); \
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}
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const sf::Color & c) \
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: ImVec4(c.r / 255.f, c.g / 255.f, c.b / 255.f, c.a / 255.f) { \
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} \
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operator sf::Color() const { \
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return sf::Color( \
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static_cast<sf::Uint8>(x * 255.f), \
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static_cast<sf::Uint8>(y * 255.f), \
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static_cast<sf::Uint8>(z * 255.f), \
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static_cast<sf::Uint8>(w * 255.f)); \
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}
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781
imgui/imgui-SFML.cpp
Normal file
781
imgui/imgui-SFML.cpp
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#include "imgui-SFML.h"
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#include <imgui.h>
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#include <SFML/OpenGL.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Touch.hpp>
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#include <SFML/Window/Window.hpp>
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#include <cmath> // abs
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#include <cstddef> // offsetof, NULL
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#include <cassert>
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#ifdef ANDROID
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#ifdef USE_JNI
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#include <jni.h>
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#include <android/native_activity.h>
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#include <SFML/System/NativeActivity.hpp>
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static bool s_wantTextInput = false;
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int openKeyboardIME()
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{
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ANativeActivity *activity = sf::getNativeActivity();
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JavaVM* vm = activity->vm;
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JNIEnv* env = activity->env;
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JavaVMAttachArgs attachargs;
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attachargs.version = JNI_VERSION_1_6;
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attachargs.name = "NativeThread";
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attachargs.group = NULL;
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jint res = vm->AttachCurrentThread(&env, &attachargs);
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if (res == JNI_ERR)
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return EXIT_FAILURE;
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jclass natact = env->FindClass("android/app/NativeActivity");
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jclass context = env->FindClass("android/content/Context");
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jfieldID fid = env->GetStaticFieldID(context, "INPUT_METHOD_SERVICE", "Ljava/lang/String;");
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jobject svcstr = env->GetStaticObjectField(context, fid);
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jmethodID getss = env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
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jobject imm_obj = env->CallObjectMethod(activity->clazz, getss, svcstr);
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jclass imm_cls = env->GetObjectClass(imm_obj);
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jmethodID toggleSoftInput = env->GetMethodID(imm_cls, "toggleSoftInput", "(II)V");
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env->CallVoidMethod(imm_obj, toggleSoftInput, 2, 0);
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env->DeleteLocalRef(imm_obj);
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env->DeleteLocalRef(imm_cls);
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env->DeleteLocalRef(svcstr);
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env->DeleteLocalRef(context);
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env->DeleteLocalRef(natact);
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vm->DetachCurrentThread();
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return EXIT_SUCCESS;
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}
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int closeKeyboardIME()
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{
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ANativeActivity *activity = sf::getNativeActivity();
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JavaVM* vm = activity->vm;
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JNIEnv* env = activity->env;
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JavaVMAttachArgs attachargs;
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attachargs.version = JNI_VERSION_1_6;
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attachargs.name = "NativeThread";
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attachargs.group = NULL;
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jint res = vm->AttachCurrentThread(&env, &attachargs);
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if (res == JNI_ERR)
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return EXIT_FAILURE;
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jclass natact = env->FindClass("android/app/NativeActivity");
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jclass context = env->FindClass("android/content/Context");
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jfieldID fid = env->GetStaticFieldID(context, "INPUT_METHOD_SERVICE", "Ljava/lang/String;");
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jobject svcstr = env->GetStaticObjectField(context, fid);
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jmethodID getss = env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
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jobject imm_obj = env->CallObjectMethod(activity->clazz, getss, svcstr);
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jclass imm_cls = env->GetObjectClass(imm_obj);
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jmethodID toggleSoftInput = env->GetMethodID(imm_cls, "toggleSoftInput", "(II)V");
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env->CallVoidMethod(imm_obj, toggleSoftInput, 1, 0);
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env->DeleteLocalRef(imm_obj);
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env->DeleteLocalRef(imm_cls);
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env->DeleteLocalRef(svcstr);
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env->DeleteLocalRef(context);
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env->DeleteLocalRef(natact);
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vm->DetachCurrentThread();
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return EXIT_SUCCESS;
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}
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#endif
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#endif
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// Supress warnings caused by converting from uint to void* in pCmd->TextureID
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#ifdef __clang__
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#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
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#elif defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
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#endif
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namespace
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{
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// data
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static bool s_windowHasFocus = false;
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static bool s_mousePressed[3] = { false, false, false };
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static bool s_touchDown[3] = { false, false, false };
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static bool s_mouseMoved = false;
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static sf::Vector2i s_touchPos;
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static sf::Texture* s_fontTexture = NULL; // owning pointer to internal font atlas which is used if user doesn't set custom sf::Texture.
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static const unsigned int NULL_JOYSTICK_ID = sf::Joystick::Count;
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static unsigned int s_joystickId = NULL_JOYSTICK_ID;
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static const unsigned int NULL_JOYSTICK_BUTTON = sf::Joystick::ButtonCount;
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static unsigned int s_joystickMapping[ImGuiNavInput_COUNT];
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struct StickInfo {
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sf::Joystick::Axis xAxis;
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sf::Joystick::Axis yAxis;
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bool xInverted;
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bool yInverted;
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float threshold;
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};
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StickInfo s_dPadInfo;
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StickInfo s_lStickInfo;
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// various helper functions
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ImVec2 getTopLeftAbsolute(const sf::FloatRect& rect);
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ImVec2 getDownRightAbsolute(const sf::FloatRect& rect);
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void RenderDrawLists(ImDrawData* draw_data); // rendering callback function prototype
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// Implementation of ImageButton overload
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bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding,
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const sf::Color& bgColor, const sf::Color& tintColor);
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// Default mapping is XInput gamepad mapping
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void initDefaultJoystickMapping();
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// Returns first id of connected joystick
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unsigned int getConnectedJoystickId();
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void updateJoystickActionState(ImGuiIO& io, ImGuiNavInput_ action);
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void updateJoystickDPadState(ImGuiIO& io);
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void updateJoystickLStickState(ImGuiIO& io);
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}
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namespace ImGui
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{
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namespace SFML
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{
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void Init(sf::RenderWindow& window, bool loadDefaultFont)
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{
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Init(window, window, loadDefaultFont);
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}
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void Init(sf::Window& window, sf::RenderTarget& target, bool loadDefaultFont)
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{
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
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// init keyboard mapping
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io.KeyMap[ImGuiKey_Tab] = sf::Keyboard::Tab;
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io.KeyMap[ImGuiKey_LeftArrow] = sf::Keyboard::Left;
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io.KeyMap[ImGuiKey_RightArrow] = sf::Keyboard::Right;
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io.KeyMap[ImGuiKey_UpArrow] = sf::Keyboard::Up;
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io.KeyMap[ImGuiKey_DownArrow] = sf::Keyboard::Down;
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io.KeyMap[ImGuiKey_PageUp] = sf::Keyboard::PageUp;
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io.KeyMap[ImGuiKey_PageDown] = sf::Keyboard::PageDown;
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io.KeyMap[ImGuiKey_Home] = sf::Keyboard::Home;
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io.KeyMap[ImGuiKey_End] = sf::Keyboard::End;
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io.KeyMap[ImGuiKey_Insert] = sf::Keyboard::Insert;
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#ifdef ANDROID
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io.KeyMap[ImGuiKey_Backspace] = sf::Keyboard::Delete;
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#else
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io.KeyMap[ImGuiKey_Delete] = sf::Keyboard::Delete;
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io.KeyMap[ImGuiKey_Backspace] = sf::Keyboard::BackSpace;
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#endif
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io.KeyMap[ImGuiKey_Space] = sf::Keyboard::Space;
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io.KeyMap[ImGuiKey_Enter] = sf::Keyboard::Return;
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io.KeyMap[ImGuiKey_Escape] = sf::Keyboard::Escape;
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io.KeyMap[ImGuiKey_A] = sf::Keyboard::A;
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io.KeyMap[ImGuiKey_C] = sf::Keyboard::C;
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io.KeyMap[ImGuiKey_V] = sf::Keyboard::V;
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io.KeyMap[ImGuiKey_X] = sf::Keyboard::X;
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io.KeyMap[ImGuiKey_Y] = sf::Keyboard::Y;
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io.KeyMap[ImGuiKey_Z] = sf::Keyboard::Z;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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s_joystickId = getConnectedJoystickId();
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for (unsigned int i = 0; i < ImGuiNavInput_COUNT; i++) {
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s_joystickMapping[i] = NULL_JOYSTICK_BUTTON;
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}
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initDefaultJoystickMapping();
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// init rendering
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io.DisplaySize = static_cast<sf::Vector2f>(target.getSize());
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if (s_fontTexture) { // delete previously created texture
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delete s_fontTexture;
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}
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s_fontTexture = new sf::Texture;
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||||
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||||
if (loadDefaultFont) {
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||||
// this will load default font automatically
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// No need to call AddDefaultFont
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UpdateFontTexture();
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}
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||||
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||||
s_windowHasFocus = window.hasFocus();
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||||
}
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||||
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||||
void ProcessEvent(const sf::Event& event)
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||||
{
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||||
if (s_windowHasFocus) {
|
||||
ImGuiIO& io = ImGui::GetIO();
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||||
|
||||
switch (event.type) {
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case sf::Event::MouseMoved:
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s_mouseMoved = true;
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||||
break;
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||||
case sf::Event::MouseButtonPressed: // fall-through
|
||||
case sf::Event::MouseButtonReleased:
|
||||
{
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int button = event.mouseButton.button;
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if (event.type == sf::Event::MouseButtonPressed &&
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||||
button >= 0 && button < 3) {
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s_mousePressed[event.mouseButton.button] = true;
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}
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}
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break;
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case sf::Event::TouchBegan: // fall-through
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case sf::Event::TouchEnded:
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{
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s_mouseMoved = false;
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int button = event.touch.finger;
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||||
if (event.type == sf::Event::TouchBegan &&
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button >= 0 && button < 3) {
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||||
s_touchDown[event.touch.finger] = true;
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}
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||||
}
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||||
break;
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||||
case sf::Event::MouseWheelMoved:
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io.MouseWheel += static_cast<float>(event.mouseWheel.delta);
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break;
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case sf::Event::KeyPressed: // fall-through
|
||||
case sf::Event::KeyReleased:
|
||||
io.KeysDown[event.key.code] = (event.type == sf::Event::KeyPressed);
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||||
io.KeyCtrl = event.key.control;
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||||
io.KeyShift = event.key.shift;
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||||
io.KeyAlt = event.key.alt;
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||||
break;
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case sf::Event::TextEntered:
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if (event.text.unicode > 0 && event.text.unicode < 0x10000) {
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io.AddInputCharacter(static_cast<ImWchar>(event.text.unicode));
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}
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||||
break;
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case sf::Event::JoystickConnected:
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if (s_joystickId == NULL_JOYSTICK_ID) {
|
||||
s_joystickId = event.joystickConnect.joystickId;
|
||||
}
|
||||
break;
|
||||
case sf::Event::JoystickDisconnected:
|
||||
if (s_joystickId == event.joystickConnect.joystickId) { // used gamepad was disconnected
|
||||
s_joystickId = getConnectedJoystickId();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch (event.type) {
|
||||
case sf::Event::LostFocus:
|
||||
s_windowHasFocus = false;
|
||||
break;
|
||||
case sf::Event::GainedFocus:
|
||||
s_windowHasFocus = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Update(sf::RenderWindow& window, sf::Time dt)
|
||||
{
|
||||
Update(window, window, dt);
|
||||
}
|
||||
|
||||
void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt)
|
||||
{
|
||||
if (!s_mouseMoved) {
|
||||
if (sf::Touch::isDown(0))
|
||||
s_touchPos = sf::Touch::getPosition(0, window);
|
||||
|
||||
Update(s_touchPos, static_cast<sf::Vector2f>(target.getSize()), dt);
|
||||
} else {
|
||||
Update(sf::Mouse::getPosition(window), static_cast<sf::Vector2f>(target.getSize()), dt);
|
||||
}
|
||||
|
||||
if (ImGui::GetIO().MouseDrawCursor) {
|
||||
// Hide OS mouse cursor if imgui is drawing it
|
||||
window.setMouseCursorVisible(false);
|
||||
}
|
||||
}
|
||||
|
||||
void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = displaySize;
|
||||
io.DeltaTime = dt.asSeconds();
|
||||
|
||||
if (s_windowHasFocus) {
|
||||
if (io.WantSetMousePos) {
|
||||
sf::Vector2i mousePos(static_cast<int>(io.MousePos.x), static_cast<int>(io.MousePos.y));
|
||||
sf::Mouse::setPosition(mousePos);
|
||||
} else {
|
||||
io.MousePos = mousePos;
|
||||
}
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
io.MouseDown[i] = s_touchDown[i] || sf::Touch::isDown(i) || s_mousePressed[i] || sf::Mouse::isButtonPressed((sf::Mouse::Button)i);
|
||||
s_mousePressed[i] = false;
|
||||
s_touchDown[i] = false;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef ANDROID
|
||||
#ifdef USE_JNI
|
||||
if (io.WantTextInput && !s_wantTextInput) {
|
||||
openKeyboardIME();
|
||||
s_wantTextInput = true;
|
||||
}
|
||||
|
||||
if (!io.WantTextInput && s_wantTextInput) {
|
||||
closeKeyboardIME();
|
||||
s_wantTextInput = false;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
assert(io.Fonts->Fonts.Size > 0); // You forgot to create and set up font atlas (see createFontTexture)
|
||||
|
||||
// gamepad navigation
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) &&
|
||||
s_joystickId != NULL_JOYSTICK_ID) {
|
||||
updateJoystickActionState(io, ImGuiNavInput_Activate);
|
||||
updateJoystickActionState(io, ImGuiNavInput_Cancel);
|
||||
updateJoystickActionState(io, ImGuiNavInput_Input);
|
||||
updateJoystickActionState(io, ImGuiNavInput_Menu);
|
||||
|
||||
updateJoystickActionState(io, ImGuiNavInput_FocusPrev);
|
||||
updateJoystickActionState(io, ImGuiNavInput_FocusNext);
|
||||
|
||||
updateJoystickActionState(io, ImGuiNavInput_TweakSlow);
|
||||
updateJoystickActionState(io, ImGuiNavInput_TweakFast);
|
||||
|
||||
updateJoystickDPadState(io);
|
||||
updateJoystickLStickState(io);
|
||||
}
|
||||
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void Render(sf::RenderTarget& target)
|
||||
{
|
||||
target.resetGLStates();
|
||||
ImGui::Render();
|
||||
RenderDrawLists(ImGui::GetDrawData());
|
||||
}
|
||||
|
||||
void Shutdown()
|
||||
{
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
|
||||
if (s_fontTexture) { // if internal texture was created, we delete it
|
||||
delete s_fontTexture;
|
||||
s_fontTexture = NULL;
|
||||
}
|
||||
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
void UpdateFontTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
sf::Texture& texture = *s_fontTexture;
|
||||
texture.create(width, height);
|
||||
texture.update(pixels);
|
||||
|
||||
io.Fonts->TexID = (void*)texture.getNativeHandle();
|
||||
}
|
||||
|
||||
sf::Texture& GetFontTexture()
|
||||
{
|
||||
return *s_fontTexture;
|
||||
}
|
||||
|
||||
void SetActiveJoystickId(unsigned int joystickId)
|
||||
{
|
||||
assert(joystickId < sf::Joystick::Count);
|
||||
s_joystickId = joystickId;
|
||||
}
|
||||
|
||||
void SetJoytickDPadThreshold(float threshold)
|
||||
{
|
||||
assert(threshold >= 0.f && threshold <= 100.f);
|
||||
s_dPadInfo.threshold = threshold;
|
||||
}
|
||||
|
||||
void SetJoytickLStickThreshold(float threshold)
|
||||
{
|
||||
assert(threshold >= 0.f && threshold <= 100.f);
|
||||
s_lStickInfo.threshold = threshold;
|
||||
}
|
||||
|
||||
void SetJoystickMapping(int action, unsigned int joystickButton)
|
||||
{
|
||||
assert(action < ImGuiNavInput_COUNT);
|
||||
assert(joystickButton < sf::Joystick::ButtonCount);
|
||||
s_joystickMapping[action] = joystickButton;
|
||||
}
|
||||
|
||||
|
||||
void SetDPadXAxis(sf::Joystick::Axis dPadXAxis, bool inverted)
|
||||
{
|
||||
s_dPadInfo.xAxis = dPadXAxis;
|
||||
s_dPadInfo.xInverted = inverted;
|
||||
}
|
||||
|
||||
void SetDPadYAxis(sf::Joystick::Axis dPadYAxis, bool inverted)
|
||||
{
|
||||
s_dPadInfo.yAxis = dPadYAxis;
|
||||
s_dPadInfo.yInverted = inverted;
|
||||
}
|
||||
|
||||
void SetLStickXAxis(sf::Joystick::Axis lStickXAxis, bool inverted)
|
||||
{
|
||||
s_lStickInfo.xAxis = lStickXAxis;
|
||||
s_lStickInfo.xInverted = inverted;
|
||||
}
|
||||
|
||||
void SetLStickYAxis(sf::Joystick::Axis lStickYAxis, bool inverted)
|
||||
{
|
||||
s_lStickInfo.yAxis = lStickYAxis;
|
||||
s_lStickInfo.yInverted = inverted;
|
||||
}
|
||||
|
||||
} // end of namespace SFML
|
||||
|
||||
|
||||
/////////////// Image Overloads
|
||||
|
||||
void Image(const sf::Texture& texture,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
Image(texture, static_cast<sf::Vector2f>(texture.getSize()), tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
ImGui::Image((void*)texture.getNativeHandle(), size, ImVec2(0, 0), ImVec2(1, 1), tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
Image(texture, sf::Vector2f(std::abs(textureRect.width), std::abs(textureRect.height)), textureRect, tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||||
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
||||
(textureRect.top + textureRect.height) / textureSize.y);
|
||||
ImGui::Image((void*)texture.getNativeHandle(), size, uv0, uv1, tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Sprite& sprite,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
sf::FloatRect bounds = sprite.getGlobalBounds();
|
||||
Image(sprite, sf::Vector2f(bounds.width, bounds.height), tintColor, borderColor);
|
||||
}
|
||||
|
||||
void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor, const sf::Color& borderColor)
|
||||
{
|
||||
const sf::Texture* texturePtr = sprite.getTexture();
|
||||
// sprite without texture cannot be drawn
|
||||
if (!texturePtr) { return; }
|
||||
|
||||
Image(*texturePtr, size, static_cast<sf::FloatRect>(sprite.getTextureRect()), tintColor, borderColor);
|
||||
}
|
||||
|
||||
/////////////// Image Button Overloads
|
||||
|
||||
bool ImageButton(const sf::Texture& texture,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
return ImageButton(texture, static_cast<sf::Vector2f>(texture.getSize()), framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
return ::imageButtonImpl(texture, sf::FloatRect(0.f, 0.f, textureSize.x, textureSize.y), size, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
bool ImageButton(const sf::Sprite& sprite,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::FloatRect spriteSize = sprite.getGlobalBounds();
|
||||
return ImageButton(sprite, sf::Vector2f(spriteSize.width, spriteSize.height), framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size,
|
||||
const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
const sf::Texture* texturePtr = sprite.getTexture();
|
||||
if (!texturePtr) { return false; }
|
||||
return ::imageButtonImpl(*texturePtr, static_cast<sf::FloatRect>(sprite.getTextureRect()), size, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
/////////////// Draw_list Overloads
|
||||
|
||||
void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& color,
|
||||
float thickness)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
sf::Vector2f pos = ImGui::GetCursorScreenPos();
|
||||
draw_list->AddLine(a + pos, b + pos, ColorConvertFloat4ToU32(color), thickness);
|
||||
}
|
||||
|
||||
void DrawRect(const sf::FloatRect& rect, const sf::Color& color,
|
||||
float rounding, int rounding_corners, float thickness)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->AddRect(
|
||||
getTopLeftAbsolute(rect),
|
||||
getDownRightAbsolute(rect),
|
||||
ColorConvertFloat4ToU32(color), rounding, rounding_corners, thickness);
|
||||
}
|
||||
|
||||
void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color,
|
||||
float rounding, int rounding_corners)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->AddRectFilled(
|
||||
getTopLeftAbsolute(rect),
|
||||
getDownRightAbsolute(rect),
|
||||
ColorConvertFloat4ToU32(color), rounding, rounding_corners);
|
||||
}
|
||||
|
||||
} // end of namespace ImGui
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
ImVec2 getTopLeftAbsolute(const sf::FloatRect & rect)
|
||||
{
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
return ImVec2(rect.left + pos.x, rect.top + pos.y);
|
||||
}
|
||||
ImVec2 getDownRightAbsolute(const sf::FloatRect & rect)
|
||||
{
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
return ImVec2(rect.left + rect.width + pos.x, rect.top + rect.height + pos.y);
|
||||
}
|
||||
|
||||
// Rendering callback
|
||||
void RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui::GetDrawData();
|
||||
if (draw_data->CmdListsCount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
assert(io.Fonts->TexID != NULL); // You forgot to create and set font texture
|
||||
|
||||
// scale stuff (needed for proper handling of window resize)
|
||||
int fb_width = static_cast<int>(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = static_cast<int>(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0) { return; }
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
#ifdef GL_VERSION_ES_CL_1_1
|
||||
GLint last_program, last_texture, last_array_buffer, last_element_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
#else
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
#endif
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
#ifdef GL_VERSION_ES_CL_1_1
|
||||
glOrthof(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
|
||||
#else
|
||||
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
|
||||
#endif
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
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 {
|
||||
GLuint tex_id = (GLuint)*((unsigned int*)&pcmd->TextureId);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
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, GL_UNSIGNED_SHORT, idx_buffer);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
#ifdef GL_VERSION_ES_CL_1_1
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
#else
|
||||
glPopAttrib();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding,
|
||||
const sf::Color& bgColor, const sf::Color& tintColor)
|
||||
{
|
||||
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
||||
|
||||
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||||
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
||||
(textureRect.top + textureRect.height) / textureSize.y);
|
||||
|
||||
return ImGui::ImageButton((void*)texture.getNativeHandle(), size, uv0, uv1, framePadding, bgColor, tintColor);
|
||||
}
|
||||
|
||||
unsigned int getConnectedJoystickId()
|
||||
{
|
||||
for (unsigned int i = 0; i < (unsigned int)sf::Joystick::Count; ++i) {
|
||||
if (sf::Joystick::isConnected(i)) return i;
|
||||
}
|
||||
|
||||
return NULL_JOYSTICK_ID;
|
||||
}
|
||||
|
||||
void initDefaultJoystickMapping()
|
||||
{
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_Activate, 0);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_Cancel, 1);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_Input, 3);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_Menu, 2);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_FocusPrev, 4);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_FocusNext, 5);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_TweakSlow, 4);
|
||||
ImGui::SFML::SetJoystickMapping(ImGuiNavInput_TweakFast, 5);
|
||||
|
||||
ImGui::SFML::SetDPadXAxis(sf::Joystick::PovX);
|
||||
// D-pad Y axis is inverted on Windows
|
||||
#ifdef _WIN32
|
||||
ImGui::SFML::SetDPadYAxis(sf::Joystick::PovY, true);
|
||||
#else
|
||||
ImGui::SFML::SetDPadYAxis(sf::Joystick::PovY);
|
||||
#endif
|
||||
|
||||
ImGui::SFML::SetLStickXAxis(sf::Joystick::X);
|
||||
ImGui::SFML::SetLStickYAxis(sf::Joystick::Y);
|
||||
|
||||
ImGui::SFML::SetJoytickDPadThreshold(5.f);
|
||||
ImGui::SFML::SetJoytickLStickThreshold(5.f);
|
||||
}
|
||||
|
||||
void updateJoystickActionState(ImGuiIO& io, ImGuiNavInput_ action)
|
||||
{
|
||||
bool isPressed = sf::Joystick::isButtonPressed(s_joystickId, s_joystickMapping[action]);
|
||||
io.NavInputs[action] = isPressed ? 1.0f : 0.0f;
|
||||
}
|
||||
|
||||
void updateJoystickDPadState(ImGuiIO& io)
|
||||
{
|
||||
float dpadXPos = sf::Joystick::getAxisPosition(s_joystickId, s_dPadInfo.xAxis);
|
||||
if (s_dPadInfo.xInverted) dpadXPos = -dpadXPos;
|
||||
|
||||
float dpadYPos = sf::Joystick::getAxisPosition(s_joystickId, s_dPadInfo.yAxis);
|
||||
if (s_dPadInfo.yInverted) dpadYPos = -dpadYPos;
|
||||
|
||||
io.NavInputs[ImGuiNavInput_DpadLeft] = dpadXPos < -s_dPadInfo.threshold ? 1.0f : 0.0f;
|
||||
io.NavInputs[ImGuiNavInput_DpadRight] = dpadXPos > s_dPadInfo.threshold ? 1.0f : 0.0f;
|
||||
|
||||
io.NavInputs[ImGuiNavInput_DpadUp] = dpadYPos < -s_dPadInfo.threshold ? 1.0f : 0.0f;
|
||||
io.NavInputs[ImGuiNavInput_DpadDown] = dpadYPos > s_dPadInfo.threshold ? 1.0f : 0.0f;
|
||||
}
|
||||
|
||||
void updateJoystickLStickState(ImGuiIO& io)
|
||||
{
|
||||
float lStickXPos = sf::Joystick::getAxisPosition(s_joystickId, s_lStickInfo.xAxis);
|
||||
if (s_lStickInfo.xInverted) lStickXPos = -lStickXPos;
|
||||
|
||||
float lStickYPos = sf::Joystick::getAxisPosition(s_joystickId, s_lStickInfo.yAxis);
|
||||
if (s_lStickInfo.yInverted) lStickYPos = -lStickYPos;
|
||||
|
||||
if (lStickXPos < -s_lStickInfo.threshold) {
|
||||
io.NavInputs[ImGuiNavInput_LStickLeft] = std::abs(lStickXPos / 100.f);
|
||||
}
|
||||
|
||||
if (lStickXPos > s_lStickInfo.threshold) {
|
||||
io.NavInputs[ImGuiNavInput_LStickRight] = lStickXPos / 100.f;
|
||||
}
|
||||
|
||||
if (lStickYPos < -s_lStickInfo.threshold) {
|
||||
io.NavInputs[ImGuiNavInput_LStickUp] = std::abs(lStickYPos / 100.f);
|
||||
}
|
||||
|
||||
if (lStickYPos > s_lStickInfo.threshold) {
|
||||
io.NavInputs[ImGuiNavInput_LStickDown] = lStickYPos / 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
} // end of anonymous namespace
|
95
imgui/imgui-SFML.h
Normal file
95
imgui/imgui-SFML.h
Normal file
@ -0,0 +1,95 @@
|
||||
#ifndef IMGUI_SFML_H
|
||||
#define IMGUI_SFML_H
|
||||
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <SFML/Graphics/Rect.hpp>
|
||||
#include <SFML/Graphics/Color.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <SFML/Window/Joystick.hpp>
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class Event;
|
||||
class RenderTarget;
|
||||
class RenderWindow;
|
||||
class Sprite;
|
||||
class Texture;
|
||||
class Window;
|
||||
}
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
namespace SFML
|
||||
{
|
||||
void Init(sf::RenderWindow& window, bool loadDefaultFont = true);
|
||||
void Init(sf::Window& window, sf::RenderTarget& target, bool loadDefaultFont = true);
|
||||
|
||||
void ProcessEvent(const sf::Event& event);
|
||||
|
||||
void Update(sf::RenderWindow& window, sf::Time dt);
|
||||
void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt);
|
||||
void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt);
|
||||
|
||||
void Render(sf::RenderTarget& target);
|
||||
|
||||
void Shutdown();
|
||||
|
||||
void UpdateFontTexture();
|
||||
sf::Texture& GetFontTexture();
|
||||
|
||||
// joystick functions
|
||||
void SetActiveJoystickId(unsigned int joystickId);
|
||||
void SetJoytickDPadThreshold(float threshold);
|
||||
void SetJoytickLStickThreshold(float threshold);
|
||||
|
||||
void SetJoystickMapping(int action, unsigned int joystickButton);
|
||||
void SetDPadXAxis(sf::Joystick::Axis dPadXAxis, bool inverted = false);
|
||||
void SetDPadYAxis(sf::Joystick::Axis dPadYAxis, bool inverted = false);
|
||||
void SetLStickXAxis(sf::Joystick::Axis lStickXAxis, bool inverted = false);
|
||||
void SetLStickYAxis(sf::Joystick::Axis lStickYAxis, bool inverted = false);
|
||||
}
|
||||
|
||||
// custom ImGui widgets for SFML stuff
|
||||
|
||||
// Image overloads
|
||||
void Image(const sf::Texture& texture,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Texture& texture, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
|
||||
void Image(const sf::Sprite& sprite,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
void Image(const sf::Sprite& sprite, const sf::Vector2f& size,
|
||||
const sf::Color& tintColor = sf::Color::White,
|
||||
const sf::Color& borderColor = sf::Color::Transparent);
|
||||
|
||||
// ImageButton overloads
|
||||
bool ImageButton(const sf::Texture& texture, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent,
|
||||
const sf::Color& tintColor = sf::Color::White);
|
||||
bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent, const sf::Color& tintColor = sf::Color::White);
|
||||
|
||||
bool ImageButton(const sf::Sprite& sprite, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent,
|
||||
const sf::Color& tintColor = sf::Color::White);
|
||||
bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size, const int framePadding = -1,
|
||||
const sf::Color& bgColor = sf::Color::Transparent,
|
||||
const sf::Color& tintColor = sf::Color::White);
|
||||
|
||||
// Draw_list overloads. All positions are in relative coordinates (relative to top-left of the current window)
|
||||
void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& col, float thickness = 1.0f);
|
||||
void DrawRect(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f);
|
||||
void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color, float rounding = 0.0f, int rounding_corners = 0x0F);
|
||||
}
|
||||
|
||||
#endif //# IMGUI_SFML_H
|
9259
imgui/imgui.cpp
Normal file
9259
imgui/imgui.cpp
Normal file
File diff suppressed because it is too large
Load Diff
2122
imgui/imgui.h
Normal file
2122
imgui/imgui.h
Normal file
File diff suppressed because it is too large
Load Diff
4176
imgui/imgui_demo.cpp
Normal file
4176
imgui/imgui_demo.cpp
Normal file
File diff suppressed because it is too large
Load Diff
3181
imgui/imgui_draw.cpp
Normal file
3181
imgui/imgui_draw.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1442
imgui/imgui_internal.h
Normal file
1442
imgui/imgui_internal.h
Normal file
File diff suppressed because it is too large
Load Diff
6553
imgui/imgui_widgets.cpp
Normal file
6553
imgui/imgui_widgets.cpp
Normal file
File diff suppressed because it is too large
Load Diff
623
imgui/imstb_rectpack.h
Normal file
623
imgui/imstb_rectpack.h
Normal file
@ -0,0 +1,623 @@
|
||||
// stb_rect_pack.h - v0.11 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
typedef int stbrp_coord;
|
||||
#else
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||
#endif
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
context->extra[1].y = (1<<30);
|
||||
#else
|
||||
context->extra[1].y = 65535;
|
||||
#endif
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height < c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
#define STBRP__MAXVAL 0xffffffff
|
||||
#else
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
|
||||
#endif
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
1409
imgui/imstb_textedit.h
Normal file
1409
imgui/imstb_textedit.h
Normal file
File diff suppressed because it is too large
Load Diff
4854
imgui/imstb_truetype.h
Normal file
4854
imgui/imstb_truetype.h
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user