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# include <SDL.h>
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# include "sys_imgui.h"
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# 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
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# 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
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extern void Com_DrawDhewm3SettingsMenu ( ) ; // in framework/dhewm3SettingsMenu.cpp
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namespace D3 {
namespace ImGuiHooks {
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static SDL_Window * sdlWindow = NULL ;
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ImGuiContext * imguiCtx = NULL ;
static bool haveNewFrame = false ;
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static int openImguiWindows = 0 ; // or-ed enum D3ImGuiWindow values
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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 ;
}
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// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
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bool Init ( void * _sdlWindow , void * sdlGlContext )
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{
common - > Printf ( " Initializing ImGui \n " ) ;
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SDL_Window * win = ( SDL_Window * ) _sdlWindow ;
sdlWindow = win ;
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// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
imguiCtx = ImGui : : CreateContext ( ) ;
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if ( imguiCtx = = NULL ) {
common - > Warning ( " Failed to create ImGui Context! \n " ) ;
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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 ) ;
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colors [ ImGuiCol_TabHovered ] = ImVec4 ( 0.42f , 0.69f , 1.00f , 0.80f ) ;
colors [ ImGuiCol_TabActive ] = ImVec4 ( 0.24f , 0.51f , 0.83f , 1.00f ) ;
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#if 0
float dpi = getFontDPI ( win ) ;
printf ( " XXX dpi = %f \n " , dpi ) ;
if ( dpi ! = - 1.0f ) {
float fontScale = dpi / 96.0f ; // TODO: is 96dpi not the default anywhere? macOS maybe?
fontScale = round ( fontScale * 2.0 ) * 0.5 ; // round to .0 or .5
io . FontGlobalScale = fontScale ;
printf ( " fontscale: %f \n " , fontScale ) ;
ImFontConfig fontCfg ;
//fontCfg.OversampleH = fontCfg.OversampleV = 1;
fontCfg . PixelSnapH = true ;
fontCfg . RasterizerDensity = fontScale ;
io . Fonts - > AddFontDefault ( & fontCfg ) ;
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}
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# endif
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// Setup Platform/Renderer backends
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if ( ! ImGui_ImplSDL2_InitForOpenGL ( win , sdlGlContext ) ) {
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ImGui : : DestroyContext ( imguiCtx ) ;
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imguiCtx = NULL ;
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common - > Warning ( " Failed to initialize ImGui SDL platform backend! \n " ) ;
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return false ;
}
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if ( ! ImGui_ImplOpenGL2_Init ( ) ) {
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ImGui_ImplSDL2_Shutdown ( ) ;
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ImGui : : DestroyContext ( imguiCtx ) ;
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imguiCtx = NULL ;
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common - > Warning ( " Failed to initialize ImGui OpenGL renderer backend! \n " ) ;
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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);
return true ;
}
void Shutdown ( )
{
common - > Printf ( " Shutting down ImGui \n " ) ;
ImGui_ImplOpenGL2_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
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ImGui : : DestroyContext ( imguiCtx ) ;
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}
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// NewFrame() is called once per D3 frame, after all events have been gotten
// => ProcessEvent() has already been called (probably multiple times)
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void NewFrame ( )
{
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if ( openImguiWindows = = 0 )
return ;
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// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
haveNewFrame = true ;
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if ( openImguiWindows & D3_ImGuiWin_Settings ) {
Com_DrawDhewm3SettingsMenu ( ) ;
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}
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if ( openImguiWindows & D3_ImGuiWin_Demo ) {
bool show_demo_window = true ;
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
if ( ! show_demo_window )
CloseWindow ( D3_ImGuiWin_Demo ) ;
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}
}
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// called with every SDL event by Sys_GetEvent()
// returns true if ImGui has handled the event (so it shouldn't be handled by D3)
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bool ProcessEvent ( const void * sdlEvent )
{
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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 ;
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}
void EndFrame ( )
{
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if ( openImguiWindows = = 0 & & ! haveNewFrame )
return ;
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// I think this can happen if we're not coming from idCommon::Frame() but screenshot or sth
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if ( ! haveNewFrame ) {
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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
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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 ) {
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qglBindBufferARB ( GL_ARRAY_BUFFER_ARB , curArrayBuffer ) ;
}
}
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void OpenWindow ( D3ImGuiWindow win )
{
openImguiWindows | = win ;
}
void CloseWindow ( D3ImGuiWindow win )
{
openImguiWindows & = ~ win ;
}
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} } //namespace D3::ImGuiHooks