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https://github.com/dhewm/dhewm3.git
synced 2024-11-25 13:51:06 +00:00
Some functions that will be used by the ImGui keybinding menu
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parent
8554487bf5
commit
6d508eac17
4 changed files with 209 additions and 15 deletions
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@ -278,6 +278,28 @@ static bool utf8ToISO8859_1(const char* inbuf, char* outbuf, size_t outsize) {
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}
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#endif // SDL2
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// start button isn't bindable, but I want to use its name in the imgui-based menu
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const char* D3_GetGamepadStartButtonName() {
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int layout = joy_gamepadLayout.GetInteger();
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if ( layout == -1 ) {
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layout = gamepadType;
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}
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switch( layout ) {
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default:
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common->Warning( "joy_gamepadLayout has invalid value %d !\n", joy_gamepadLayout.GetInteger() );
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// fall-through
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case D3_GAMEPAD_PLAYSTATION_OLD:
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case D3_GAMEPAD_XINPUT:
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return "Pad Start";
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case D3_GAMEPAD_NINTENDO:
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return "Pad (+)";
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case D3_GAMEPAD_PLAYSTATION:
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return "Pad Options";
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}
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}
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const char* Sys_GetLocalizedJoyKeyName( int key ) {
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// Note: trying to keep the returned names short, because the Doom3 binding window doesn't have much space for names..
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@ -409,28 +431,41 @@ const char* Sys_GetLocalizedJoyKeyName( int key ) {
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return NULL;
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}
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// returns localized name of the key (between K_FIRST_SCANCODE and K_LAST_SCANCODE),
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// regarding the current keyboard layout - if that name is in ASCII or corresponds
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// to a "High-ASCII" char supported by Doom3.
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// Otherwise return same name as Sys_GetScancodeName()
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// !! Returned string is only valid until next call to this function !!
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const char* Sys_GetLocalizedScancodeName( int key ) {
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static const char* getLocalizedScancodeName( int key, bool useUtf8 )
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{
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if ( key >= K_FIRST_SCANCODE && key <= K_LAST_SCANCODE ) {
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int scIdx = key - K_FIRST_SCANCODE;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Scancode sc = ( SDL_Scancode ) scancodemappings[scIdx].sdlScancode;
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SDL_Keycode k = SDL_GetKeyFromScancode( sc );
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if ( k >= 0xA1 && k <= 0xFF ) {
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// luckily, the "High-ASCII" (ISO-8559-1) chars supported by Doom3
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// have the same values as the corresponding SDL_Keycodes.
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static char oneCharStr[2] = {0, 0};
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oneCharStr[0] = (unsigned char)k;
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return oneCharStr;
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static char shortStr[3] = {};
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if ( useUtf8 ) {
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// SDL_Keycodes are unicode chars (where applicable),
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// so at least for Latin-1 turn them directly into UTF-8
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if ( k >= 0xE0 && k <= 0xFE && k != 0xF7 ) {
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// turn lowercase chars into their uppercase equivalents
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k -= 32;
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}
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shortStr[0] = (unsigned char)( 0xC0 + (k >> 6) );
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shortStr[1] = (unsigned char)( 0x80 + (k & 0x3F) );
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return shortStr;
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} else {
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// luckily, the "High-ASCII" (ISO-8559-1) chars supported by Doom3
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// have the same values as the corresponding SDL_Keycodes.
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shortStr[0] = (unsigned char)k;
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shortStr[1] = 0;
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return shortStr;
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}
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} else if ( k != SDLK_UNKNOWN ) {
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const char *ret = SDL_GetKeyName( k );
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// the keyname from SDL2 is in UTF-8, which Doom3 can't print,
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// so only return the name if it's ASCII, otherwise fall back to "SC_bla"
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if ( ret && *ret != '\0' ) {
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if( useUtf8 ) {
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return ret;
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}
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if( isAscii( ret ) ) {
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return ret;
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}
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@ -448,6 +483,19 @@ const char* Sys_GetLocalizedScancodeName( int key ) {
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return NULL;
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}
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// returns localized name of the key (between K_FIRST_SCANCODE and K_LAST_SCANCODE),
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// regarding the current keyboard layout - if that name is in ASCII or corresponds
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// to a "High-ASCII" char supported by Doom3.
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// Otherwise return same name as Sys_GetScancodeName()
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// !! Returned string is only valid until next call to this function !!
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const char* Sys_GetLocalizedScancodeName( int key ) {
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return getLocalizedScancodeName( key, false );
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}
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const char* Sys_GetLocalizedScancodeNameUTF8( int key ) {
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return getLocalizedScancodeName( key, true );
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}
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// returns keyNum_t (K_SC_* constant) for given scancode name (like "SC_A")
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// only makes sense to call it if name starts with "SC_" (or "sc_")
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// returns -1 if not found
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@ -1,4 +1,6 @@
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <SDL.h>
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#include "sys_imgui.h"
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@ -14,6 +16,7 @@ typedef char* (*MY_XGETDEFAULTFUN)(Display*, const char*, const char*);
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#include "../libs/imgui/backends/imgui_impl_sdl2.h"
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#include "framework/Common.h"
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#include "framework/KeyInput.h"
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#include "renderer/qgl.h"
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#include "renderer/tr_local.h" // glconfig
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@ -31,6 +34,82 @@ ImGuiContext* imguiCtx = NULL;
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static bool haveNewFrame = false;
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static int openImguiWindows = 0; // or-ed enum D3ImGuiWindow values
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// was there a key down or button (mouse/gamepad) down event this frame?
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// used to make the warning overlay disappear
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static bool hadKeyDownEvent = false;
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static idStr warningOverlayText;
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static double warningOverlayStartTime = -100.0;
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static ImVec2 warningOverlayStartPos;
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static void UpdateWarningOverlay()
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{
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double timeNow = ImGui::GetTime();
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if ( timeNow - warningOverlayStartTime > 4.0f ) {
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warningOverlayStartTime = -100.0f;
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return;
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}
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// also hide if a key was pressed or maybe even if the mouse was moved (too much)
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ImVec2 mdv = ImGui::GetMousePos() - warningOverlayStartPos; // Mouse Delta Vector
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float mouseDelta = sqrtf( mdv.x * mdv.x + mdv.y * mdv.y );
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const float fontSize = ImGui::GetFontSize();
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if ( mouseDelta > fontSize * 4.0f || hadKeyDownEvent ) {
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warningOverlayStartTime = -100.0f;
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return;
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}
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ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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ImGui::PushStyleColor( ImGuiCol_WindowBg, ImVec4(1.0f, 0.4f, 0.4f, 0.4f) );
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float padSize = fontSize * 2.0f;
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ImGui::PushStyleVar( ImGuiStyleVar_WindowPadding, ImVec2(padSize, padSize) );
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int winFlags = ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove
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| ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
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ImGui::Begin("WarningOverlay", NULL, winFlags);
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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ImVec2 points[] = {
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{0, 40}, {40, 40}, {20, 0}, // triangle
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{20, 12}, {20, 28}, // line
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{20, 33} // dot
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};
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float iconScale = 1.0f; // TODO: global scale also used for fontsize
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ImVec2 offset = ImGui::GetWindowPos() + ImVec2(fontSize, fontSize);
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for ( ImVec2& v : points ) {
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v.x = roundf( v.x * iconScale );
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v.y = roundf( v.y * iconScale );
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v += offset;
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}
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ImU32 color = ImGui::GetColorU32( ImVec4(0.1f, 0.1f, 0.1f, 1.0f) );
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drawList->AddTriangle( points[0], points[1], points[2], color, roundf( iconScale * 4.0f ) );
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drawList->AddPolyline( points+3, 2, color, 0, roundf( iconScale * 3.0f ) );
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float dotRadius = 2.0f * iconScale;
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drawList->AddEllipseFilled( points[5], ImVec2(dotRadius, dotRadius), color, 0, 6 );
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ImGui::Indent( 40.0f * iconScale );
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ImGui::TextUnformatted( warningOverlayText.c_str() );
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ImGui::End();
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ImGui::PopStyleVar(); // WindowPadding
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ImGui::PopStyleColor(); // WindowBg
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}
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void ShowWarningOverlay( const char* text )
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{
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warningOverlayText = text;
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warningOverlayStartTime = ImGui::GetTime();
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warningOverlayStartPos = ImGui::GetMousePos();
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}
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static float GetDefaultDPI()
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{
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SDL_Window* win = sdlWindow;
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@ -203,6 +282,8 @@ void NewFrame()
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ImGui::NewFrame();
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haveNewFrame = true;
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UpdateWarningOverlay();
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if (openImguiWindows & D3_ImGuiWin_Settings) {
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Com_DrawDhewm3SettingsMenu();
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}
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@ -215,6 +296,8 @@ void NewFrame()
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}
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}
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bool keybindModeEnabled = false;
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// called with every SDL event by Sys_GetEvent()
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// 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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@ -228,14 +311,42 @@ bool ProcessEvent(const void* sdlEvent)
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if( ImGui_ImplSDL2_ProcessEvent( ev ) ) {
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bool imguiUsedEvent = ImGui_ImplSDL2_ProcessEvent( ev );
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if ( keybindModeEnabled ) {
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// in keybind mode, all input events are passed to Doom3 so it can translate them
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// to internal events and we can access and use them to create a new binding
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return false;
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}
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if ( ImGui::IsWindowFocused( ImGuiFocusedFlags_AnyWindow )
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&& (ev->type == SDL_CONTROLLERAXISMOTION || ev->type == SDL_CONTROLLERBUTTONDOWN) ) {
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// don't pass on controller axis events to avoid moving the mouse cursor
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// and controller button events to avoid emulating mouse clicks
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return true;
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}
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switch( ev->type ) {
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// Hack: detect if any key was pressed to close the warning overlay
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_MOUSEWHEEL:
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case SDL_MOUSEBUTTONDOWN:
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case SDL_KEYDOWN:
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// TODO: controller trigger?
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hadKeyDownEvent = true;
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}
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if( imguiUsedEvent ) {
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ImGuiIO& io = ImGui::GetIO();
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if ( io.WantCaptureMouse ) {
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switch( ev->type ) {
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case SDL_MOUSEMOTION:
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case SDL_MOUSEWHEEL:
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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// Note: still pass button up events to the engine, so if they were pressed down
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// before an imgui window got focus they don't remain pressed indefinitely
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//case SDL_MOUSEBUTTONUP:
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return true;
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}
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}
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if ( io.WantCaptureKeyboard ) {
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switch( ev->type ) {
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case SDL_TEXTINPUT:
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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return true;
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case SDL_KEYDOWN:
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//case SDL_KEYUP: NOTE: see above why key up events are passed to the engine
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if ( ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F12) {
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// F1 - F12 are passed to the engine so its shortcuts
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// (like quickload or screenshot) still work
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// Doom3's menu does the same
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return true;
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}
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}
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}
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}
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return false;
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}
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void SetKeyBindMode( bool enable )
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{
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keybindModeEnabled = enable;
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// make sure no keys are registered as down, neither when entering nor when exiting keybind mode
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idKeyInput::ClearStates();
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}
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void EndFrame()
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{
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if (openImguiWindows == 0 && !haveNewFrame)
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@ -297,6 +423,11 @@ void EndFrame()
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if ( curArrayBuffer != 0 ) {
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qglBindBufferARB( GL_ARRAY_BUFFER_ARB, curArrayBuffer );
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}
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// reset this at the end of each frame, will be set again by ProcessEvent()
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if ( hadKeyDownEvent ) {
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hadKeyDownEvent = false;
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}
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}
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@ -41,6 +41,10 @@ extern int GetOpenWindowsMask();
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// returns true if ImGui has handled the event (so it shouldn't be handled by D3)
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extern bool ProcessEvent(const void* sdlEvent);
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// for binding keys from an ImGui-based menu: send input events to dhewm3
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// even if ImGui window has focus
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extern void SetKeyBindMode( bool enable );
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// NewFrame() is called once per D3 frame, after all events have been gotten
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// => ProcessEvent() has already been called (probably multiple times)
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extern void NewFrame();
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@ -52,6 +56,11 @@ extern void EndFrame();
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extern float GetScale();
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extern void SetScale( float scale );
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// show a red overlay-window at the center of the screen that contains
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// a warning symbol (triangle with !) and the given text
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// disappears after a few seconds or when a key is pressed or the mouse is moved
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extern void ShowWarningOverlay( const char* text );
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#else // IMGUI_DISABLE - just stub out everything
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inline bool IsImguiEnabled()
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@ -69,6 +78,8 @@ inline void Shutdown() {}
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inline bool ProcessEvent(const void* sdlEvent) { return false; }
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inline void SetKeyBindMode( bool enable ) {}
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inline void NewFrame() {}
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inline void EndFrame() {}
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@ -82,6 +93,8 @@ inline int GetOpenWindowsMask() { return 0; }
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inline float GetScale() { return 1.0f; }
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inline void SetScale( float scale ) {}
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inline void ShowWarningOverlay( const char* text ) {}
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#endif
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}} //namespace D3::ImGuiHooks
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@ -218,6 +218,8 @@ const char* Sys_GetScancodeName( int key );
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// Otherwise return same name as Sys_GetScancodeName()
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// !! Returned string is only valid until next call to this function !!
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const char* Sys_GetLocalizedScancodeName( int key );
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// the same, but using UTF-8 instead of "High-ASCII"
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const char* Sys_GetLocalizedScancodeNameUTF8( int key );
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// returns keyNum_t (K_SC_* constant) for given scancode name (like "SC_A")
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int Sys_GetKeynumForScancodeName( const char* name );
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