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- // dear imgui: Renderer + Platform Backend for Marmalade + IwGx
- // Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
- // Missing features:
- // [ ] Renderer: Clipping rectangles are not honored.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
- // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
- // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
- // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
- // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- #include "imgui.h"
- #include "imgui_impl_marmalade.h"
- #include <s3eClipboard.h>
- #include <s3ePointer.h>
- #include <s3eKeyboard.h>
- #include <IwTexture.h>
- #include <IwGx.h>
- // Data
- static double g_Time = 0.0f;
- static bool g_MousePressed[3] = { false, false, false };
- static CIwTexture* g_FontTexture = NULL;
- static char* g_ClipboardText = NULL;
- static bool g_osdKeyboardEnabled = false;
- // use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
- static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
- // Render function.
- void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized
- if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
- return;
- // Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
- const int nVert = cmd_list->VtxBuffer.Size;
- CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
- CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
- CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
- for (int i = 0; i < nVert; i++)
- {
- // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
- pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
- pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
- pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
- pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
- pColStream[i] = cmd_list->VtxBuffer[i].col;
- }
- IwGxSetVertStreamScreenSpace(pVertStream, nVert);
- IwGxSetUVStream(pUVStream);
- IwGxSetColStream(pColStream, nVert);
- IwGxSetNormStream(0);
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // FIXME: Not honoring ClipRect fields.
- CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
- pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
- pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
- pCurrentMaterial->SetFiltering(false);
- pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
- pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
- pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
- pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
- IwGxSetMaterial(pCurrentMaterial);
- IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
- }
- idx_buffer += pcmd->ElemCount;
- }
- IwGxFlush();
- }
- // TODO: restore modified state (i.e. mvp matrix)
- }
- static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
- {
- if (!s3eClipboardAvailable())
- return NULL;
- if (int size = s3eClipboardGetText(NULL, 0))
- {
- if (g_ClipboardText)
- delete[] g_ClipboardText;
- g_ClipboardText = new char[size];
- g_ClipboardText[0] = '\0';
- s3eClipboardGetText(g_ClipboardText, size);
- }
- return g_ClipboardText;
- }
- static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
- {
- if (s3eClipboardAvailable())
- s3eClipboardSetText(text);
- }
- int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
- {
- // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
- // button was pressed. For touchscreen this should always have the value
- // S3E_POINTER_BUTTON_SELECT
- s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
- if (pEvent->m_Pressed == 1)
- {
- if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
- g_MousePressed[0] = true;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
- g_MousePressed[1] = true;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
- g_MousePressed[2] = true;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
- io.MouseWheel += pEvent->m_y;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
- io.MouseWheel += pEvent->m_y;
- }
- return 0;
- }
- int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
- {
- ImGuiIO& io = ImGui::GetIO();
- s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
- if (e->m_Pressed == 1)
- io.KeysDown[e->m_Key] = true;
- if (e->m_Pressed == 0)
- io.KeysDown[e->m_Key] = false;
- io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
- io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
- io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
- io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
- return 0;
- }
- int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
- {
- ImGuiIO& io = ImGui::GetIO();
- s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
- io.AddInputCharacter((unsigned int)e->m_Char);
- return 0;
- }
- bool ImGui_Marmalade_CreateDeviceObjects()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Upload texture to graphics system
- g_FontTexture = new CIwTexture();
- g_FontTexture->SetModifiable(true);
- CIwImage& image = g_FontTexture->GetImage();
- image.SetFormat(CIwImage::ARGB_8888);
- image.SetWidth(width);
- image.SetHeight(height);
- image.SetBuffers(); // allocates and own buffers
- image.ReadTexels(pixels);
- g_FontTexture->SetMipMapping(false);
- g_FontTexture->SetFiltering(false);
- g_FontTexture->Upload();
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)g_FontTexture);
- return true;
- }
- void ImGui_Marmalade_InvalidateDeviceObjects()
- {
- if (g_ClipboardText)
- {
- delete[] g_ClipboardText;
- g_ClipboardText = NULL;
- }
- if (g_FontTexture)
- {
- ImGui::GetIO().Fonts->SetTexID(0);
- delete g_FontTexture;
- g_FontTexture = NULL;
- }
- }
- bool ImGui_Marmalade_Init(bool install_callbacks)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
- // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
- io.KeyMap[ImGuiKey_Tab] = s3eKeyTab
- io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
- io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
- io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
- io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
- io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
- io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
- io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
- io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
- io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
- io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
- io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
- io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
- io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
- io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
- io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
- io.KeyMap[ImGuiKey_A] = s3eKeyA;
- io.KeyMap[ImGuiKey_C] = s3eKeyC;
- io.KeyMap[ImGuiKey_V] = s3eKeyV;
- io.KeyMap[ImGuiKey_X] = s3eKeyX;
- io.KeyMap[ImGuiKey_Y] = s3eKeyY;
- io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
- io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
- io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
- if (install_callbacks)
- {
- s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
- s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
- s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
- }
- return true;
- }
- void ImGui_Marmalade_Shutdown()
- {
- ImGui_Marmalade_InvalidateDeviceObjects();
- }
- void ImGui_Marmalade_NewFrame()
- {
- if (!g_FontTexture)
- ImGui_Marmalade_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
- io.DisplaySize = ImVec2((float)w, (float)h);
- // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
- io.DisplayFramebufferScale = g_scale;
- // Setup time step
- double current_time = s3eTimerGetUST() / 1000.0f;
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
- g_Time = current_time;
- double mouse_x, mouse_y;
- mouse_x = s3ePointerGetX();
- mouse_y = s3ePointerGetY();
- io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
- for (int i = 0; i < 3; i++)
- {
- io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- g_MousePressed[i] = false;
- }
- // TODO: Hide OS mouse cursor if ImGui is drawing it
- // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
- // Show/hide OSD keyboard
- if (io.WantTextInput)
- {
- // Some text input widget is active?
- if (!g_osdKeyboardEnabled)
- {
- g_osdKeyboardEnabled = true;
- s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
- }
- }
- else
- {
- // No text input widget is active
- if (g_osdKeyboardEnabled)
- {
- g_osdKeyboardEnabled = false;
- s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
- }
- }
- }
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