dhewm3/neo/sys/sys_imgui.cpp

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#include <SDL.h>
#include "sys_imgui.h"
#ifdef D3_SDL_X11
#include <dlfcn.h>
#include <SDL_syswm.h>
//char *XGetDefault(Display* display, const char* program, const char* option)
typedef char* (*MY_XGETDEFAULTFUN)(Display*, const char*, const char*);
#endif
#include "../libs/imgui/backends/imgui_impl_opengl2.h"
#include "../libs/imgui/backends/imgui_impl_sdl2.h"
#include "framework/Common.h"
#include "renderer/qgl.h"
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#include "renderer/tr_local.h" // glconfig
extern void Com_DrawDhewm3SettingsMenu(); // in framework/dhewm3SettingsMenu.cpp
static idCVar imgui_scale( "imgui_scale", "-1.0", CVAR_SYSTEM|CVAR_FLOAT|CVAR_ARCHIVE, "factor to scale ImGUI menus by (-1: auto)" ); // TODO: limit values?
namespace D3 {
namespace ImGuiHooks {
#include "proggyvector_font.h"
static SDL_Window* sdlWindow = NULL;
ImGuiContext* imguiCtx = NULL;
static bool haveNewFrame = false;
static int openImguiWindows = 0; // or-ed enum D3ImGuiWindow values
static float GetDefaultDPI()
{
SDL_Window* win = sdlWindow;
float dpi = -1.0f;
#ifdef D3_SDL_X11
SDL_SysWMinfo wmInfo = {};
SDL_VERSION(&wmInfo.version)
if(SDL_GetWindowWMInfo(win, &wmInfo) && wmInfo.subsystem == SDL_SYSWM_X11) {
Display* display = wmInfo.info.x11.display;
static void* libX11 = NULL;
if(libX11 == NULL) {
libX11 = dlopen("libX11.so.6", RTLD_LAZY);
}
if(libX11 == NULL) {
libX11 = dlopen("libX11.so", RTLD_LAZY);
}
if(libX11 != NULL) {
MY_XGETDEFAULTFUN my_xgetdefault = (MY_XGETDEFAULTFUN)dlsym(libX11, "XGetDefault");
if(my_xgetdefault != NULL) {
//char *XGetDefault(Display* display, const char* program, const char* option)
const char* dpiStr = my_xgetdefault(display, "Xft", "dpi");
printf("XX dpistr = '%s'\n", dpiStr);
if(dpiStr != NULL) {
dpi = atof(dpiStr);
}
}
}
}
if (dpi == -1.0f)
#endif
{
int winIdx = SDL_GetWindowDisplayIndex( win );
if (winIdx >= 0) {
SDL_GetDisplayDPI(winIdx, NULL, &dpi, NULL);
}
}
return dpi;
}
static float GetDefaultScale()
{
float ret = GetDefaultDPI() / 96.0f;
ret = round(ret*2.0)*0.5; // round to .0 or .5
return ret;
}
float GetScale()
{
float ret = imgui_scale.GetFloat();
if (ret < 0.0f) {
ret = GetDefaultScale();
}
return ret;
}
void SetScale( float scale )
{
ImGuiIO& io = ImGui::GetIO();
float realScale = (scale < 0.0f) ? GetDefaultScale() : scale;
io.FontGlobalScale = realScale;
// TODO: could instead set fontsize to 18.0f * scale
// (io.Fonts->ClearFonts() and then add again with new size - but must be done before NewFrame() / after EndFrame())
imgui_scale.SetFloat( scale );
}
static bool imgui_initialized = false;
// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
bool Init(void* _sdlWindow, void* sdlGlContext)
{
common->Printf( "Initializing ImGui\n" );
sdlWindow = (SDL_Window*)_sdlWindow;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
imguiCtx = ImGui::CreateContext();
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if ( imguiCtx == NULL ) {
common->Warning( "Failed to create ImGui Context!\n" );
return false;
}
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
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//ImGui::StyleColorsClassic();
// make it a bit prettier with rounded edges
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 2.0f;
style.FrameRounding = 3.0f;
//style.ChildRounding = 6.0f;
style.ScrollbarRounding = 8.0f;
style.GrabRounding = 1.0f;
style.PopupRounding = 2.0f;
ImVec4* colors = style.Colors;
colors[ImGuiCol_TitleBg] = ImVec4(0.28f, 0.36f, 0.48f, 0.88f);
colors[ImGuiCol_TabHovered] = ImVec4(0.42f, 0.69f, 1.00f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.24f, 0.51f, 0.83f, 1.00f);
ImFontConfig fontCfg;
strcpy(fontCfg.Name, "ProggyVector");
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(ProggyVector_compressed_data, ProggyVector_compressed_size, 18.0f, nullptr);
SetScale( GetScale() );
// Setup Platform/Renderer backends
if ( ! ImGui_ImplSDL2_InitForOpenGL( sdlWindow, sdlGlContext ) ) {
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ImGui::DestroyContext( imguiCtx );
imguiCtx = NULL;
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common->Warning( "Failed to initialize ImGui SDL platform backend!\n" );
return false;
}
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if ( ! ImGui_ImplOpenGL2_Init() ) {
ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext( imguiCtx );
imguiCtx = NULL;
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common->Warning( "Failed to initialize ImGui OpenGL renderer backend!\n" );
return false;
}
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
imgui_initialized = true;
return true;
}
void Shutdown()
{
if ( imgui_initialized ) {
common->Printf( "Shutting down ImGui\n" );
// TODO: only if init was successful!
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext( imguiCtx );
imgui_initialized = false;
}
}
// NewFrame() is called once per D3 frame, after all events have been gotten
// => ProcessEvent() has already been called (probably multiple times)
void NewFrame()
{
if (openImguiWindows == 0)
return;
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
haveNewFrame = true;
if (openImguiWindows & D3_ImGuiWin_Settings) {
Com_DrawDhewm3SettingsMenu();
}
if (openImguiWindows & D3_ImGuiWin_Demo) {
bool show_demo_window = true;
ImGui::ShowDemoWindow(&show_demo_window);
if(!show_demo_window)
CloseWindow(D3_ImGuiWin_Demo);
}
}
// called with every SDL event by Sys_GetEvent()
// returns true if ImGui has handled the event (so it shouldn't be handled by D3)
bool ProcessEvent(const void* sdlEvent)
{
if (openImguiWindows == 0)
return false;
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const SDL_Event* ev = (const SDL_Event*)sdlEvent;
// ImGui_ImplSDL2_ProcessEvent() doc says:
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if( ImGui_ImplSDL2_ProcessEvent( ev ) ) {
ImGuiIO& io = ImGui::GetIO();
if ( io.WantCaptureMouse ) {
switch( ev->type ) {
case SDL_MOUSEMOTION:
case SDL_MOUSEWHEEL:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
return true;
}
}
if ( io.WantCaptureKeyboard ) {
switch( ev->type ) {
case SDL_TEXTINPUT:
case SDL_KEYDOWN:
case SDL_KEYUP:
return true;
}
}
}
return false;
}
void EndFrame()
{
if (openImguiWindows == 0 && !haveNewFrame)
return;
// I think this can happen if we're not coming from idCommon::Frame() but screenshot or sth
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if ( !haveNewFrame ) {
NewFrame();
}
haveNewFrame = false;
ImGui::Render();
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// Doom3 uses the OpenGL ARB shader extensions, for most things it renders.
// disable those shaders, the OpenGL classic integration of ImGui doesn't use shaders
qglDisable( GL_VERTEX_PROGRAM_ARB );
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
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// Doom3 uses OpenGL's ARB_vertex_buffer_object extension to use VBOs on the GPU
// as buffers for glDrawElements() (instead of passing userspace buffers to that function)
// ImGui however uses userspace buffers, so remember the currently bound VBO
// and unbind it (after drawing, bind it again)
GLint curArrayBuffer = 0;
if ( glConfig.ARBVertexBufferObjectAvailable ) {
qglGetIntegerv( GL_ARRAY_BUFFER_BINDING_ARB, &curArrayBuffer );
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
}
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// disable all texture units, ImGui_ImplOpenGL2_RenderDrawData() will enable texture 0
// and bind its own textures to it as needed
for ( int i = glConfig.maxTextureUnits - 1 ; i >= 0 ; i-- ) {
GL_SelectTexture( i );
qglDisable( GL_TEXTURE_2D );
if ( glConfig.texture3DAvailable ) {
qglDisable( GL_TEXTURE_3D );
}
if ( glConfig.cubeMapAvailable ) {
qglDisable( GL_TEXTURE_CUBE_MAP_EXT );
}
}
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ImGui_ImplOpenGL2_RenderDrawData( ImGui::GetDrawData() );
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if ( curArrayBuffer != 0 ) {
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, curArrayBuffer );
}
}
void OpenWindow( D3ImGuiWindow win )
{
openImguiWindows |= win;
}
void CloseWindow( D3ImGuiWindow win )
{
openImguiWindows &= ~win;
}
int GetOpenWindowsMask()
{
return openImguiWindows;
}
}} //namespace D3::ImGuiHooks