| // 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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // 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) |
| // 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->TextureId); |
| 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->TexID = (ImTextureID)g_FontTexture; |
| |
| return true; |
| } |
| |
| void ImGui_Marmalade_InvalidateDeviceObjects() |
| { |
| if (g_ClipboardText) |
| { |
| delete[] g_ClipboardText; |
| g_ClipboardText = NULL; |
| } |
| |
| if (g_FontTexture) |
| { |
| delete g_FontTexture; |
| ImGui::GetIO().Fonts->TexID = 0; |
| g_FontTexture = NULL; |
| } |
| } |
| |
| bool ImGui_Marmalade_Init(bool install_callbacks) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; |
| |
| io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
| 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 |
| } |
| } |
| } |