dhewm3/neo/sys/sys_imgui.h

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#ifndef NEO_SYS_SYS_IMGUI_H_
#define NEO_SYS_SYS_IMGUI_H_
#include "../libs/imgui/imgui.h"
namespace D3 {
namespace ImGuiHooks {
enum D3ImGuiWindow {
D3_ImGuiWin_None = 0,
D3_ImGuiWin_Settings = 1, // advanced dhewm3 settings menu
D3_ImGuiWin_Demo = 2, // ImGui demo window
// next should be 4, then 8, etc so a bitmask can be used
};
#ifndef IMGUI_DISABLE
extern ImGuiContext* imguiCtx; // this is only here so IsImguiEnabled() can use it inline
inline bool IsImguiEnabled()
{
return imguiCtx != NULL;
}
// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
extern bool Init(void* sdlWindow, void* sdlGlContext);
extern void Shutdown();
extern void OpenWindow( D3ImGuiWindow win );
extern void CloseWindow( D3ImGuiWindow win );
// enum D3ImGuiWindow values of all currently open imgui windows or-ed together
// (0 if none are open)
extern int GetOpenWindowsMask();
// called with every SDL event by Sys_GetEvent()
// returns true if ImGui has handled the event (so it shouldn't be handled by D3)
extern bool ProcessEvent(const void* sdlEvent);
// for binding keys from an ImGui-based menu: send input events to dhewm3
// even if ImGui window has focus
extern void SetKeyBindMode( bool enable );
// returns true if the system cursor should be shown because an ImGui menu is active
extern bool ShouldShowCursor();
// NewFrame() is called once per D3 frame, after all events have been gotten
// => ProcessEvent() has already been called (probably multiple times)
extern void NewFrame();
// called at the end of the D3 frame, when all other D3 rendering is done
// renders ImGui menus then
extern void EndFrame();
extern float GetScale();
extern void SetScale( float scale );
// show a red overlay-window at the center of the screen that contains
// a warning symbol (triangle with !) and the given text
// disappears after a few seconds or when a key is pressed or the mouse is moved
extern void ShowWarningOverlay( const char* text );
enum Style {
Dhewm3,
ImGui_Default,
User
};
// set the overall style for ImGui: Both shape (sizes, roundings, etc) and colors
extern void SetImGuiStyle( Style style );
// set the default dhewm3 imgui style colors
extern void SetDhewm3StyleColors( ImGuiStyle* dst = nullptr );
extern void SetUserStyleColors();
// write current style settings (incl. colors) as userStyle
extern bool WriteUserStyle();
// copy current style to clipboard
extern void CopyCurrentStyle( bool onlyChanges );
#else // IMGUI_DISABLE - just stub out everything
inline bool IsImguiEnabled()
{
return false;
}
// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
inline bool Init(void* sdlWindow, void* sdlGlContext)
{
return false;
}
inline void Shutdown() {}
inline bool ProcessEvent(const void* sdlEvent) { return false; }
inline void SetKeyBindMode( bool enable ) {}
inline bool ShouldShowCursor() { return false; }
inline void NewFrame() {}
inline void EndFrame() {}
inline void OpenWindow( D3ImGuiWindow win ) {}
inline void CloseWindow( D3ImGuiWindow win ) {}
inline int GetOpenWindowsMask() { return 0; }
inline float GetScale() { return 1.0f; }
inline void SetScale( float scale ) {}
inline void ShowWarningOverlay( const char* text ) {}
inline bool WriteUserStyle() { return false; }
#endif
}} //namespace D3::ImGuiHooks
#endif /* NEO_SYS_SYS_IMGUI_H_ */