mirror of
https://gitlab.com/square-game-liberation-front/F.E.I.S.git
synced 2024-11-12 02:00:53 +01:00
1109 lines
41 KiB
C++
1109 lines
41 KiB
C++
#include "imgui-SFML.h"
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#include <imgui.h>
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#include <SFML/Config.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/RenderTexture.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/OpenGL.hpp>
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#include <SFML/Window/Clipboard.hpp>
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#include <SFML/Window/Cursor.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 <cassert>
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#include <cmath> // abs
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#include <cstddef> // offsetof, NULL, size_t
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#include <cstring> // memcpy
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#include <vector>
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#ifdef ANDROID
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#ifdef USE_JNI
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#include <SFML/System/NativeActivity.hpp>
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#include <android/native_activity.h>
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#include <jni.h>
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int openKeyboardIME() {
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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) 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 =
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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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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) 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 =
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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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#if __cplusplus >= 201103L // C++11 and above
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static_assert(sizeof(GLuint) <= sizeof(ImTextureID),
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"ImTextureID is not large enough to fit GLuint.");
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#endif
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namespace {
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// various helper functions
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ImColor toImColor(sf::Color c);
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ImVec2 getTopLeftAbsolute(const sf::FloatRect& rect);
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ImVec2 getDownRightAbsolute(const sf::FloatRect& rect);
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ImTextureID convertGLTextureHandleToImTextureID(GLuint glTextureHandle);
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GLuint convertImTextureIDToGLTextureHandle(ImTextureID textureID);
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void RenderDrawLists(ImDrawData* draw_data); // rendering callback function prototype
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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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// clipboard functions
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void setClipboardText(void* userData, const char* text);
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const char* getClipboardText(void* userData);
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std::string s_clipboardText;
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// mouse cursors
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void loadMouseCursor(ImGuiMouseCursor imguiCursorType, sf::Cursor::Type sfmlCursorType);
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void updateMouseCursor(sf::Window& window);
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// data
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const unsigned int NULL_JOYSTICK_ID = sf::Joystick::Count;
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const unsigned int NULL_JOYSTICK_BUTTON = sf::Joystick::ButtonCount;
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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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StickInfo() {
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xAxis = sf::Joystick::X;
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yAxis = sf::Joystick::Y;
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xInverted = false;
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yInverted = false;
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threshold = 0.5;
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}
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};
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struct WindowContext {
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const sf::Window* window;
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ImGuiContext* imContext;
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sf::Texture* fontTexture; // owning pointer to internal font atlas which is used if user
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// doesn't set a custom sf::Texture.
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bool windowHasFocus;
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bool mouseMoved;
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bool mousePressed[3];
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bool touchDown[3];
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sf::Vector2i touchPos;
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unsigned int joystickId;
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unsigned int joystickMapping[ImGuiNavInput_COUNT];
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StickInfo dPadInfo;
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StickInfo lStickInfo;
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sf::Cursor* mouseCursors[ImGuiMouseCursor_COUNT];
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bool mouseCursorLoaded[ImGuiMouseCursor_COUNT];
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#ifdef ANDROID
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#ifdef USE_JNI
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bool wantTextInput;
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#endif
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#endif
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WindowContext(const sf::Window* w) {
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window = w;
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imContext = ImGui::CreateContext();
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fontTexture = new sf::Texture;
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windowHasFocus = window->hasFocus();
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mouseMoved = false;
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for (int i = 0; i < 3; ++i) {
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mousePressed[i] = false;
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touchDown[i] = false;
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}
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joystickId = getConnectedJoystickId();
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for (int i = 0; i < ImGuiNavInput_COUNT; ++i) {
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joystickMapping[i] = NULL_JOYSTICK_BUTTON;
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}
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for (int i = 0; i < ImGuiMouseCursor_COUNT; ++i) {
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mouseCursors[i] = NULL;
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mouseCursorLoaded[i] = false;
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}
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#ifdef ANDROID
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#ifdef USE_JNI
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wantTextInput = false;
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#endif
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#endif
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}
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~WindowContext() {
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delete fontTexture;
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for (int i = 0; i < ImGuiMouseCursor_COUNT; ++i) {
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if (mouseCursorLoaded[i]) {
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delete mouseCursors[i];
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}
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}
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ImGui::DestroyContext(imContext);
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}
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};
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std::vector<WindowContext*> s_windowContexts;
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WindowContext* s_currWindowCtx = NULL;
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} // end of anonymous namespace
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namespace ImGui {
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namespace SFML {
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void Init(sf::RenderWindow& window, bool loadDefaultFont) {
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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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Init(window, static_cast<sf::Vector2f>(target.getSize()), loadDefaultFont);
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}
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void Init(sf::Window& window, const sf::Vector2f& displaySize, bool loadDefaultFont) {
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#if __cplusplus < 201103L // runtime assert when using earlier than C++11 as no
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// static_assert support
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assert(sizeof(GLuint) <= sizeof(ImTextureID)); // ImTextureID is not large enough to fit
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// GLuint.
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#endif
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s_windowContexts.push_back(new WindowContext(&window));
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s_currWindowCtx = s_windowContexts.back();
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ImGui::SetCurrentContext(s_currWindowCtx->imContext);
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ImGuiIO& io = ImGui::GetIO();
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// tell ImGui which features we support
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
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io.BackendPlatformName = "imgui_impl_sfml";
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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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io.KeyMap[ImGuiKey_Delete] = sf::Keyboard::Delete;
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io.KeyMap[ImGuiKey_Backspace] = sf::Keyboard::BackSpace;
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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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s_currWindowCtx->joystickId = getConnectedJoystickId();
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initDefaultJoystickMapping();
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// init rendering
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io.DisplaySize = ImVec2(displaySize.x, displaySize.y);
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// clipboard
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io.SetClipboardTextFn = setClipboardText;
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io.GetClipboardTextFn = getClipboardText;
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// load mouse cursors
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loadMouseCursor(ImGuiMouseCursor_Arrow, sf::Cursor::Arrow);
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loadMouseCursor(ImGuiMouseCursor_TextInput, sf::Cursor::Text);
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loadMouseCursor(ImGuiMouseCursor_ResizeAll, sf::Cursor::SizeAll);
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loadMouseCursor(ImGuiMouseCursor_ResizeNS, sf::Cursor::SizeVertical);
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loadMouseCursor(ImGuiMouseCursor_ResizeEW, sf::Cursor::SizeHorizontal);
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loadMouseCursor(ImGuiMouseCursor_ResizeNESW, sf::Cursor::SizeBottomLeftTopRight);
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loadMouseCursor(ImGuiMouseCursor_ResizeNWSE, sf::Cursor::SizeTopLeftBottomRight);
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loadMouseCursor(ImGuiMouseCursor_Hand, sf::Cursor::Hand);
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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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void SetCurrentWindow(const sf::Window& window) {
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for (std::size_t i = 0; i < s_windowContexts.size(); ++i) {
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if (s_windowContexts[i]->window->getSystemHandle() == window.getSystemHandle()) {
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s_currWindowCtx = s_windowContexts[i];
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ImGui::SetCurrentContext(s_currWindowCtx->imContext);
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return;
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}
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}
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assert(false && "Failed to find the window. Forgot to call ImGui::SFML::Init for the window?");
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}
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void ProcessEvent(const sf::Window& window, const sf::Event& event) {
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SetCurrentWindow(window);
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ProcessEvent(event);
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}
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void ProcessEvent(const sf::Event& event) {
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assert(s_currWindowCtx && "No current window is set - forgot to call ImGui::SFML::Init?");
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if (s_currWindowCtx->windowHasFocus) {
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ImGuiIO& io = ImGui::GetIO();
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switch (event.type) {
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case sf::Event::MouseMoved:
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s_currWindowCtx->mouseMoved = true;
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break;
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case sf::Event::MouseButtonPressed: // fall-through
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case sf::Event::MouseButtonReleased: {
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int button = event.mouseButton.button;
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if (event.type == sf::Event::MouseButtonPressed && button >= 0 && button < 3) {
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s_currWindowCtx->mousePressed[event.mouseButton.button] = true;
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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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s_currWindowCtx->mouseMoved = false;
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int button = event.touch.finger;
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if (event.type == sf::Event::TouchBegan && button >= 0 && button < 3) {
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s_currWindowCtx->touchDown[event.touch.finger] = true;
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}
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} break;
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case sf::Event::MouseWheelScrolled:
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if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel ||
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(event.mouseWheelScroll.wheel == sf::Mouse::HorizontalWheel && io.KeyShift)) {
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io.MouseWheel += event.mouseWheelScroll.delta;
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} else if (event.mouseWheelScroll.wheel == sf::Mouse::HorizontalWheel) {
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io.MouseWheelH += event.mouseWheelScroll.delta;
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}
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break;
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case sf::Event::KeyPressed: // fall-through
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case sf::Event::KeyReleased: {
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int key = event.key.code;
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if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)) {
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io.KeysDown[key] = (event.type == sf::Event::KeyPressed);
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}
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io.KeyCtrl = event.key.control;
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io.KeyAlt = event.key.alt;
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io.KeyShift = event.key.shift;
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io.KeySuper = event.key.system;
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} break;
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case sf::Event::TextEntered:
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// Don't handle the event for unprintable characters
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if (event.text.unicode < ' ' || event.text.unicode == 127) {
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break;
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}
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io.AddInputCharacter(event.text.unicode);
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break;
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case sf::Event::JoystickConnected:
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if (s_currWindowCtx->joystickId == NULL_JOYSTICK_ID) {
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s_currWindowCtx->joystickId = event.joystickConnect.joystickId;
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}
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break;
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case sf::Event::JoystickDisconnected:
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if (s_currWindowCtx->joystickId == event.joystickConnect.joystickId) { // used gamepad
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// was
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// disconnected
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s_currWindowCtx->joystickId = getConnectedJoystickId();
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}
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break;
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default:
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break;
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}
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}
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switch (event.type) {
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case sf::Event::LostFocus: {
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// reset all input - SFML doesn't send KeyReleased
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// event when window goes out of focus
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ImGuiIO& io = ImGui::GetIO();
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for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); ++i) {
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io.KeysDown[i] = false;
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}
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io.KeyCtrl = false;
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io.KeyAlt = false;
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io.KeyShift = false;
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io.KeySuper = false;
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s_currWindowCtx->windowHasFocus = false;
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} break;
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case sf::Event::GainedFocus:
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s_currWindowCtx->windowHasFocus = true;
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break;
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default:
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break;
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}
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}
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void Update(sf::RenderWindow& window, sf::Time dt) {
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Update(window, window, dt);
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}
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void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt) {
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SetCurrentWindow(window);
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// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
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updateMouseCursor(window);
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assert(s_currWindowCtx);
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if (!s_currWindowCtx->mouseMoved) {
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if (sf::Touch::isDown(0)) s_currWindowCtx->touchPos = sf::Touch::getPosition(0, window);
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Update(s_currWindowCtx->touchPos, static_cast<sf::Vector2f>(target.getSize()), dt);
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} else {
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Update(sf::Mouse::getPosition(window), static_cast<sf::Vector2f>(target.getSize()), dt);
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}
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if (ImGui::GetIO().MouseDrawCursor) {
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// Hide OS mouse cursor if imgui is drawing it
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window.setMouseCursorVisible(false);
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}
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}
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void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt) {
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assert(s_currWindowCtx && "No current window is set - forgot to call ImGui::SFML::Init?");
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(displaySize.x, displaySize.y);
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io.DeltaTime = dt.asSeconds();
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if (s_currWindowCtx->windowHasFocus) {
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if (io.WantSetMousePos) {
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sf::Vector2i newMousePos(static_cast<int>(io.MousePos.x),
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static_cast<int>(io.MousePos.y));
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sf::Mouse::setPosition(newMousePos);
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} else {
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io.MousePos = ImVec2(static_cast<float>(mousePos.x), static_cast<float>(mousePos.y));
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}
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for (unsigned int i = 0; i < 3; i++) {
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io.MouseDown[i] = s_currWindowCtx->touchDown[i] || sf::Touch::isDown(i) ||
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s_currWindowCtx->mousePressed[i] ||
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sf::Mouse::isButtonPressed((sf::Mouse::Button)i);
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s_currWindowCtx->mousePressed[i] = false;
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s_currWindowCtx->touchDown[i] = false;
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}
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}
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#ifdef ANDROID
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#ifdef USE_JNI
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if (io.WantTextInput && !s_currWindowCtx->wantTextInput) {
|
|
openKeyboardIME();
|
|
s_currWindowCtx->wantTextInput = true;
|
|
}
|
|
|
|
if (!io.WantTextInput && s_currWindowCtx->wantTextInput) {
|
|
closeKeyboardIME();
|
|
s_currWindowCtx->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_currWindowCtx->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::RenderWindow& window) {
|
|
SetCurrentWindow(window);
|
|
Render(static_cast<sf::RenderTarget&>(window));
|
|
}
|
|
|
|
void Render(sf::RenderTarget& target) {
|
|
target.resetGLStates();
|
|
target.pushGLStates();
|
|
ImGui::Render();
|
|
RenderDrawLists(ImGui::GetDrawData());
|
|
target.popGLStates();
|
|
}
|
|
|
|
void Render() {
|
|
ImGui::Render();
|
|
RenderDrawLists(ImGui::GetDrawData());
|
|
}
|
|
|
|
void Shutdown(const sf::Window& window) {
|
|
// set current context to some window for convenience if needed
|
|
if (window.getSystemHandle() == s_currWindowCtx->window->getSystemHandle()) {
|
|
if (s_windowContexts.size() > 1) {
|
|
// set to some other window
|
|
for (std::size_t i = 0; i < s_windowContexts.size(); ++i) {
|
|
if (s_windowContexts[i]->window->getSystemHandle() != window.getSystemHandle()) {
|
|
s_currWindowCtx = s_windowContexts[i];
|
|
ImGui::SetCurrentContext(s_currWindowCtx->imContext);
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
// no alternatives...
|
|
s_currWindowCtx = NULL;
|
|
}
|
|
}
|
|
|
|
// remove window's context
|
|
std::size_t ctxIdxToErase = 0;
|
|
bool ctxFound = true;
|
|
for (std::size_t i = 0; i < s_windowContexts.size(); ++i) {
|
|
if (s_windowContexts[i]->window->getSystemHandle() == window.getSystemHandle()) {
|
|
delete s_windowContexts[i];
|
|
ctxIdxToErase = i;
|
|
ctxFound = true;
|
|
break;
|
|
}
|
|
}
|
|
assert(ctxFound && "Window wasn't inited properly: forgot to call ImGui::SFML::Init(window)?");
|
|
s_windowContexts.erase(s_windowContexts.begin() + ctxIdxToErase);
|
|
}
|
|
|
|
void Shutdown() {
|
|
s_currWindowCtx = NULL;
|
|
ImGui::SetCurrentContext(NULL);
|
|
|
|
for (std::size_t i = 0; i < s_windowContexts.size(); ++i) {
|
|
delete s_windowContexts[i];
|
|
}
|
|
s_windowContexts.clear();
|
|
}
|
|
|
|
void UpdateFontTexture() {
|
|
assert(s_currWindowCtx);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
|
|
sf::Texture& texture = *s_currWindowCtx->fontTexture;
|
|
texture.create(width, height);
|
|
texture.update(pixels);
|
|
|
|
ImTextureID texID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
|
io.Fonts->SetTexID(texID);
|
|
}
|
|
|
|
sf::Texture& GetFontTexture() {
|
|
assert(s_currWindowCtx);
|
|
return *s_currWindowCtx->fontTexture;
|
|
}
|
|
|
|
void SetActiveJoystickId(unsigned int joystickId) {
|
|
assert(s_currWindowCtx);
|
|
assert(joystickId < sf::Joystick::Count);
|
|
s_currWindowCtx->joystickId = joystickId;
|
|
}
|
|
|
|
void SetJoytickDPadThreshold(float threshold) {
|
|
assert(s_currWindowCtx);
|
|
assert(threshold >= 0.f && threshold <= 100.f);
|
|
s_currWindowCtx->dPadInfo.threshold = threshold;
|
|
}
|
|
|
|
void SetJoytickLStickThreshold(float threshold) {
|
|
assert(s_currWindowCtx);
|
|
assert(threshold >= 0.f && threshold <= 100.f);
|
|
s_currWindowCtx->lStickInfo.threshold = threshold;
|
|
}
|
|
|
|
void SetJoystickMapping(int action, unsigned int joystickButton) {
|
|
assert(s_currWindowCtx);
|
|
assert(action < ImGuiNavInput_COUNT);
|
|
assert(joystickButton < sf::Joystick::ButtonCount);
|
|
s_currWindowCtx->joystickMapping[action] = joystickButton;
|
|
}
|
|
|
|
void SetDPadXAxis(sf::Joystick::Axis dPadXAxis, bool inverted) {
|
|
assert(s_currWindowCtx);
|
|
s_currWindowCtx->dPadInfo.xAxis = dPadXAxis;
|
|
s_currWindowCtx->dPadInfo.xInverted = inverted;
|
|
}
|
|
|
|
void SetDPadYAxis(sf::Joystick::Axis dPadYAxis, bool inverted) {
|
|
assert(s_currWindowCtx);
|
|
s_currWindowCtx->dPadInfo.yAxis = dPadYAxis;
|
|
s_currWindowCtx->dPadInfo.yInverted = inverted;
|
|
}
|
|
|
|
void SetLStickXAxis(sf::Joystick::Axis lStickXAxis, bool inverted) {
|
|
assert(s_currWindowCtx);
|
|
s_currWindowCtx->lStickInfo.xAxis = lStickXAxis;
|
|
s_currWindowCtx->lStickInfo.xInverted = inverted;
|
|
}
|
|
|
|
void SetLStickYAxis(sf::Joystick::Axis lStickYAxis, bool inverted) {
|
|
assert(s_currWindowCtx);
|
|
s_currWindowCtx->lStickInfo.yAxis = lStickYAxis;
|
|
s_currWindowCtx->lStickInfo.yInverted = inverted;
|
|
}
|
|
|
|
} // end of namespace SFML
|
|
|
|
/////////////// Image Overloads for sf::Texture
|
|
|
|
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) {
|
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
|
|
|
ImGui::Image(textureID, ImVec2(size.x, size.y), ImVec2(0, 0), ImVec2(1, 1),
|
|
toImColor(tintColor), toImColor(borderColor));
|
|
}
|
|
|
|
/////////////// Image Overloads for sf::RenderTexture
|
|
void Image(const sf::RenderTexture& texture, const sf::Color& tintColor,
|
|
const sf::Color& borderColor) {
|
|
Image(texture, static_cast<sf::Vector2f>(texture.getSize()), tintColor, borderColor);
|
|
}
|
|
|
|
void Image(const sf::RenderTexture& texture, const sf::Vector2f& size, const sf::Color& tintColor,
|
|
const sf::Color& borderColor) {
|
|
ImTextureID textureID =
|
|
convertGLTextureHandleToImTextureID(texture.getTexture().getNativeHandle());
|
|
|
|
ImGui::Image(textureID, ImVec2(size.x, size.y), ImVec2(0, 1),
|
|
ImVec2(1, 0), // flipped vertically, because textures in sf::RenderTexture are
|
|
// stored this way
|
|
toImColor(tintColor), toImColor(borderColor));
|
|
}
|
|
|
|
/////////////// Image Overloads for sf::Sprite
|
|
|
|
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;
|
|
}
|
|
|
|
const sf::Texture& texture = *texturePtr;
|
|
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
|
const sf::IntRect& textureRect = sprite.getTextureRect();
|
|
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
|
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
|
(textureRect.top + textureRect.height) / textureSize.y);
|
|
|
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
|
|
|
ImGui::Image(textureID, ImVec2(size.x, size.y), uv0, uv1, toImColor(tintColor),
|
|
toImColor(borderColor));
|
|
}
|
|
|
|
/////////////// Image Button Overloads for sf::Texture
|
|
|
|
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) {
|
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
|
|
|
return ImGui::ImageButton(textureID, ImVec2(size.x, size.y), ImVec2(0, 0), ImVec2(1, 1),
|
|
framePadding, toImColor(bgColor), toImColor(tintColor));
|
|
}
|
|
|
|
/////////////// Image Button Overloads for sf::RenderTexture
|
|
|
|
bool ImageButton(const sf::RenderTexture& 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::RenderTexture& texture, const sf::Vector2f& size, const int framePadding,
|
|
const sf::Color& bgColor, const sf::Color& tintColor) {
|
|
ImTextureID textureID =
|
|
convertGLTextureHandleToImTextureID(texture.getTexture().getNativeHandle());
|
|
|
|
return ImGui::ImageButton(textureID, ImVec2(size.x, size.y), ImVec2(0, 1),
|
|
ImVec2(1, 0), // flipped vertically, because textures in
|
|
// sf::RenderTexture are stored this way
|
|
framePadding, toImColor(bgColor), toImColor(tintColor));
|
|
}
|
|
|
|
/////////////// Image Button Overloads for sf::Sprite
|
|
|
|
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();
|
|
// sprite without texture cannot be drawn
|
|
if (!texturePtr) {
|
|
return false;
|
|
}
|
|
|
|
const sf::Texture& texture = *texturePtr;
|
|
sf::Vector2f textureSize = static_cast<sf::Vector2f>(texture.getSize());
|
|
const sf::IntRect& textureRect = sprite.getTextureRect();
|
|
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
|
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x,
|
|
(textureRect.top + textureRect.height) / textureSize.y);
|
|
|
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
|
return ImGui::ImageButton(textureID, ImVec2(size.x, size.y), uv0, uv1, framePadding,
|
|
toImColor(bgColor), toImColor(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();
|
|
ImVec2 pos = ImGui::GetCursorScreenPos();
|
|
draw_list->AddLine(ImVec2(a.x + pos.x, a.y + pos.y), ImVec2(b.x + pos.x, b.y + pos.y),
|
|
ColorConvertFloat4ToU32(toImColor(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(toImColor(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(toImColor(color)), rounding, rounding_corners);
|
|
}
|
|
|
|
} // end of namespace ImGui
|
|
|
|
namespace {
|
|
ImColor toImColor(sf::Color c) {
|
|
return ImColor(static_cast<int>(c.r), static_cast<int>(c.g), static_cast<int>(c.b),
|
|
static_cast<int>(c.a));
|
|
}
|
|
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);
|
|
}
|
|
|
|
ImTextureID convertGLTextureHandleToImTextureID(GLuint glTextureHandle) {
|
|
ImTextureID textureID = (ImTextureID)NULL;
|
|
std::memcpy(&textureID, &glTextureHandle, sizeof(GLuint));
|
|
return textureID;
|
|
}
|
|
GLuint convertImTextureIDToGLTextureHandle(ImTextureID textureID) {
|
|
GLuint glTextureHandle;
|
|
std::memcpy(&glTextureHandle, &textureID, sizeof(GLuint));
|
|
return glTextureHandle;
|
|
}
|
|
|
|
// copied from imgui/backends/imgui_impl_opengl2.cpp
|
|
void SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) {
|
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor
|
|
// enabled, vertex/texcoord/color pointers, polygon fill.
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); //
|
|
// In order to composite our output buffer we need to preserve alpha
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
glShadeModel(GL_SMOOTH);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
// Setup viewport, orthographic projection matrix
|
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
|
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single
|
|
// viewport apps.
|
|
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
#ifdef GL_VERSION_ES_CL_1_1
|
|
glOrthof(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x,
|
|
draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f,
|
|
+1.0f);
|
|
#else
|
|
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x,
|
|
draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f,
|
|
+1.0f);
|
|
#endif
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
}
|
|
|
|
// Rendering callback
|
|
void RenderDrawLists(ImDrawData* draw_data) {
|
|
ImGui::GetDrawData();
|
|
if (draw_data->CmdListsCount == 0) {
|
|
return;
|
|
}
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
assert(io.Fonts->TexID != (ImTextureID)NULL); // You forgot to create and set font texture
|
|
|
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates !=
|
|
// framebuffer coordinates)
|
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
|
if (fb_width == 0 || fb_height == 0) return;
|
|
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
|
|
|
// Backup GL state
|
|
// Backup GL state
|
|
GLint last_texture;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
GLint last_polygon_mode[2];
|
|
glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
|
GLint last_viewport[4];
|
|
glGetIntegerv(GL_VIEWPORT, last_viewport);
|
|
GLint last_scissor_box[4];
|
|
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
|
GLint last_shade_model;
|
|
glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
|
|
GLint last_tex_env_mode;
|
|
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
|
|
|
|
#ifdef GL_VERSION_ES_CL_1_1
|
|
GLint last_array_buffer;
|
|
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
|
GLint last_element_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
|
|
|
|
// Setup desired GL state
|
|
SetupRenderState(draw_data, fb_width, fb_height);
|
|
|
|
// Will project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
|
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are
|
|
// often (2,2)
|
|
|
|
// Render command lists
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++) {
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
|
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
|
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert),
|
|
(const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert),
|
|
(const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert),
|
|
(const GLvoid*)((const char*)vtx_buffer + IM_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) {
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to
|
|
// request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
SetupRenderState(draw_data, fb_width, fb_height);
|
|
else
|
|
pcmd->UserCallback(cmd_list, pcmd);
|
|
} else {
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec4 clip_rect;
|
|
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
|
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
|
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
|
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
|
|
|
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f &&
|
|
clip_rect.w >= 0.0f) {
|
|
// Apply scissor/clipping rectangle
|
|
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w),
|
|
(int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
|
|
|
// Bind texture, Draw
|
|
GLuint textureHandle = convertImTextureIDToGLTextureHandle(pcmd->TextureId);
|
|
glBindTexture(GL_TEXTURE_2D, textureHandle);
|
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
|
|
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
idx_buffer);
|
|
}
|
|
}
|
|
idx_buffer += pcmd->ElemCount;
|
|
}
|
|
}
|
|
|
|
// Restore modified GL state
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glPopAttrib();
|
|
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
|
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
|
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2],
|
|
(GLsizei)last_viewport[3]);
|
|
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2],
|
|
(GLsizei)last_scissor_box[3]);
|
|
glShadeModel(last_shade_model);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
|
|
|
|
#ifdef GL_VERSION_ES_CL_1_1
|
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
#endif
|
|
}
|
|
|
|
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_currWindowCtx->joystickId,
|
|
s_currWindowCtx->joystickMapping[action]);
|
|
io.NavInputs[action] = isPressed ? 1.0f : 0.0f;
|
|
}
|
|
|
|
void updateJoystickDPadState(ImGuiIO& io) {
|
|
float dpadXPos =
|
|
sf::Joystick::getAxisPosition(s_currWindowCtx->joystickId, s_currWindowCtx->dPadInfo.xAxis);
|
|
if (s_currWindowCtx->dPadInfo.xInverted) dpadXPos = -dpadXPos;
|
|
|
|
float dpadYPos =
|
|
sf::Joystick::getAxisPosition(s_currWindowCtx->joystickId, s_currWindowCtx->dPadInfo.yAxis);
|
|
if (s_currWindowCtx->dPadInfo.yInverted) dpadYPos = -dpadYPos;
|
|
|
|
io.NavInputs[ImGuiNavInput_DpadLeft] =
|
|
dpadXPos < -s_currWindowCtx->dPadInfo.threshold ? 1.0f : 0.0f;
|
|
io.NavInputs[ImGuiNavInput_DpadRight] =
|
|
dpadXPos > s_currWindowCtx->dPadInfo.threshold ? 1.0f : 0.0f;
|
|
|
|
io.NavInputs[ImGuiNavInput_DpadUp] =
|
|
dpadYPos < -s_currWindowCtx->dPadInfo.threshold ? 1.0f : 0.0f;
|
|
io.NavInputs[ImGuiNavInput_DpadDown] =
|
|
dpadYPos > s_currWindowCtx->dPadInfo.threshold ? 1.0f : 0.0f;
|
|
}
|
|
|
|
void updateJoystickLStickState(ImGuiIO& io) {
|
|
float lStickXPos = sf::Joystick::getAxisPosition(s_currWindowCtx->joystickId,
|
|
s_currWindowCtx->lStickInfo.xAxis);
|
|
if (s_currWindowCtx->lStickInfo.xInverted) lStickXPos = -lStickXPos;
|
|
|
|
float lStickYPos = sf::Joystick::getAxisPosition(s_currWindowCtx->joystickId,
|
|
s_currWindowCtx->lStickInfo.yAxis);
|
|
if (s_currWindowCtx->lStickInfo.yInverted) lStickYPos = -lStickYPos;
|
|
|
|
if (lStickXPos < -s_currWindowCtx->lStickInfo.threshold) {
|
|
io.NavInputs[ImGuiNavInput_LStickLeft] = std::abs(lStickXPos / 100.f);
|
|
}
|
|
|
|
if (lStickXPos > s_currWindowCtx->lStickInfo.threshold) {
|
|
io.NavInputs[ImGuiNavInput_LStickRight] = lStickXPos / 100.f;
|
|
}
|
|
|
|
if (lStickYPos < -s_currWindowCtx->lStickInfo.threshold) {
|
|
io.NavInputs[ImGuiNavInput_LStickUp] = std::abs(lStickYPos / 100.f);
|
|
}
|
|
|
|
if (lStickYPos > s_currWindowCtx->lStickInfo.threshold) {
|
|
io.NavInputs[ImGuiNavInput_LStickDown] = lStickYPos / 100.f;
|
|
}
|
|
}
|
|
|
|
void setClipboardText(void* /*userData*/, const char* text) {
|
|
sf::Clipboard::setString(sf::String::fromUtf8(text, text + std::strlen(text)));
|
|
}
|
|
|
|
const char* getClipboardText(void* /*userData*/) {
|
|
std::basic_string<sf::Uint8> tmp = sf::Clipboard::getString().toUtf8();
|
|
s_clipboardText = std::string(tmp.begin(), tmp.end());
|
|
return s_clipboardText.c_str();
|
|
}
|
|
|
|
void loadMouseCursor(ImGuiMouseCursor imguiCursorType, sf::Cursor::Type sfmlCursorType) {
|
|
s_currWindowCtx->mouseCursors[imguiCursorType] = new sf::Cursor();
|
|
s_currWindowCtx->mouseCursorLoaded[imguiCursorType] =
|
|
s_currWindowCtx->mouseCursors[imguiCursorType]->loadFromSystem(sfmlCursorType);
|
|
}
|
|
|
|
void updateMouseCursor(sf::Window& window) {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) {
|
|
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
|
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) {
|
|
window.setMouseCursorVisible(false);
|
|
} else {
|
|
window.setMouseCursorVisible(true);
|
|
|
|
sf::Cursor& c = s_currWindowCtx->mouseCursorLoaded[cursor] ?
|
|
*s_currWindowCtx->mouseCursors[cursor] :
|
|
*s_currWindowCtx->mouseCursors[ImGuiMouseCursor_Arrow];
|
|
window.setMouseCursor(c);
|
|
}
|
|
}
|
|
}
|
|
|
|
} // end of anonymous namespace
|