mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-25 13:51:06 +00:00
Initial ImGui integration in the engine
still a bit hacky, but shows imgui windows that can be clicked etc
This commit is contained in:
parent
33ed99902e
commit
c0c82e763a
7 changed files with 261 additions and 1 deletions
|
@ -743,15 +743,18 @@ set(src_imgui
|
|||
libs/imgui/backends/imgui_impl_sdl2.cpp
|
||||
libs/imgui/backends/imgui_impl_opengl2.cpp
|
||||
|
||||
libs/imgui/imgui.h
|
||||
libs/imgui/imgui.cpp
|
||||
libs/imgui/imgui_draw.cpp
|
||||
libs/imgui/imgui_tables.cpp
|
||||
libs/imgui/imgui_widgets.cpp
|
||||
|
||||
libs/imgui/imgui_demo.cpp
|
||||
|
||||
sys/sys_imgui.h
|
||||
sys/sys_imgui.cpp
|
||||
)
|
||||
|
||||
add_globbed_headers(src_imgui "libs/imgui")
|
||||
|
||||
set(src_game
|
||||
game/AF.cpp
|
||||
|
|
|
@ -50,6 +50,8 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "tools/compilers/aas/AASFileManager.h"
|
||||
#include "tools/edit_public.h"
|
||||
|
||||
#include "sys/sys_imgui.h"
|
||||
|
||||
#include "framework/Common.h"
|
||||
|
||||
#include "GameCallbacks_local.h"
|
||||
|
@ -2426,6 +2428,9 @@ void idCommonLocal::Frame( void ) {
|
|||
|
||||
eventLoop->RunEventLoop();
|
||||
|
||||
// DG: prepare new ImGui frame - I guess this is a good place, as all new events should be available?
|
||||
D3::ImGuiHooks::NewFrame();
|
||||
|
||||
com_frameTime = com_ticNumber * USERCMD_MSEC;
|
||||
|
||||
idAsyncNetwork::RunFrame();
|
||||
|
|
|
@ -26,6 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
#include "sys/platform.h"
|
||||
#include "sys/sys_imgui.h"
|
||||
|
||||
#include "renderer/tr_local.h"
|
||||
|
||||
|
@ -597,6 +598,8 @@ const void RB_SwapBuffers( const void *data ) {
|
|||
qglEnable( GL_SCISSOR_TEST );
|
||||
}
|
||||
|
||||
D3::ImGuiHooks::EndFrame();
|
||||
|
||||
// force a gl sync if requested
|
||||
if ( r_finish.GetBool() ) {
|
||||
qglFinish();
|
||||
|
|
|
@ -39,6 +39,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "renderer/tr_local.h"
|
||||
|
||||
#include "sys/sys_public.h"
|
||||
#include "sys/sys_imgui.h"
|
||||
|
||||
#if !SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
#define SDL_Keycode SDLKey
|
||||
|
@ -1124,6 +1125,8 @@ sysEvent_t Sys_GetEvent() {
|
|||
|
||||
// loop until there is an event we care about (will return then) or no more events
|
||||
while(SDL_PollEvent(&ev)) {
|
||||
D3::ImGuiHooks::ProcessEvent(&ev);
|
||||
|
||||
switch (ev.type) {
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
case SDL_WINDOWEVENT:
|
||||
|
|
|
@ -33,6 +33,8 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
#include "renderer/tr_local.h"
|
||||
|
||||
#include "sys/sys_imgui.h"
|
||||
|
||||
#if defined(_WIN32) && defined(ID_ALLOW_TOOLS)
|
||||
#include "sys/win32/win_local.h"
|
||||
#include <SDL_syswm.h>
|
||||
|
@ -575,6 +577,8 @@ try_again:
|
|||
return false;
|
||||
}
|
||||
|
||||
D3::ImGuiHooks::Init(window, context);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -594,6 +598,9 @@ GLimp_Shutdown
|
|||
===================
|
||||
*/
|
||||
void GLimp_Shutdown() {
|
||||
|
||||
D3::ImGuiHooks::Shutdown();
|
||||
|
||||
common->Printf("Shutting down OpenGL subsystem\n");
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
||||
|
|
182
neo/sys/sys_imgui.cpp
Normal file
182
neo/sys/sys_imgui.cpp
Normal file
|
@ -0,0 +1,182 @@
|
|||
|
||||
#if 1 // FIXME: introduce D3_ENABLE_IMGUI or similar from cmake? or use IMGUI_DISABLE? either way, no imgui for SDL1.2
|
||||
|
||||
#include "sys_imgui.h"
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
#include "../libs/imgui/backends/imgui_impl_opengl2.h"
|
||||
#include "../libs/imgui/backends/imgui_impl_sdl2.h"
|
||||
|
||||
#include "framework/Common.h"
|
||||
#include "renderer/qgl.h"
|
||||
|
||||
|
||||
namespace D3 {
|
||||
namespace ImGuiHooks {
|
||||
|
||||
ImGuiContext* imguiCtx = NULL;
|
||||
static bool haveNewFrame = 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)
|
||||
{
|
||||
SDL_Window* win = (SDL_Window*)sdlWindow;
|
||||
SDL_GL_MakeCurrent(win, (SDL_GLContext)sdlGlContext); // XXX: really?
|
||||
//SDL_GLContext glctx = (SDL_GLContext)sdlGlContext;
|
||||
SDL_GL_SetSwapInterval(1); // XXX: really?
|
||||
|
||||
common->Printf( "Initializing ImGui\n" );
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
imguiCtx = ImGui::CreateContext();
|
||||
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();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
if (!ImGui_ImplSDL2_InitForOpenGL(win, sdlGlContext)) {
|
||||
ImGui::DestroyContext(imguiCtx);
|
||||
imguiCtx = NULL;
|
||||
common->Warning("Failed to initialize ImGui SDL platform backend!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ImGui_ImplOpenGL2_Init()) {
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext(imguiCtx);
|
||||
imguiCtx = NULL;
|
||||
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);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Shutdown()
|
||||
{
|
||||
common->Printf( "Shutting down ImGui\n" );
|
||||
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext(imguiCtx);
|
||||
}
|
||||
|
||||
void NewFrame()
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
haveNewFrame = true;
|
||||
|
||||
// XXX hack for testing:
|
||||
static bool show_another_window = false;
|
||||
static bool show_demo_window = true;
|
||||
|
||||
if(show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
//ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
if(show_another_window) {
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
|
||||
bool ProcessEvent(const void* sdlEvent)
|
||||
{
|
||||
return ImGui_ImplSDL2_ProcessEvent( (const SDL_Event*)sdlEvent );
|
||||
}
|
||||
|
||||
void EndFrame()
|
||||
{
|
||||
// I think this can happen if we're not coming from idCommon::Frame() but screenshot or sth
|
||||
if (!haveNewFrame) {
|
||||
NewFrame();
|
||||
}
|
||||
haveNewFrame = false;
|
||||
ImGui::Render();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
//qglViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
//ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
//qglClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
//qglClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
qglDisable( GL_VERTEX_PROGRAM_ARB );
|
||||
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
|
||||
|
||||
GLint curArrayBuffer = 0, curElemBuffer = 0;
|
||||
qglGetIntegerv( GL_ARRAY_BUFFER_BINDING_ARB, &curArrayBuffer );
|
||||
qglGetIntegerv( GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &curElemBuffer );
|
||||
|
||||
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
|
||||
qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
|
||||
|
||||
|
||||
ImDrawData* drawData = ImGui::GetDrawData();
|
||||
ImGui_ImplOpenGL2_RenderDrawData( drawData );
|
||||
|
||||
if( curArrayBuffer != 0 ) {
|
||||
qglBindBufferARB( GL_ARRAY_BUFFER_ARB, curArrayBuffer );
|
||||
}
|
||||
if( curElemBuffer != 0 ) {
|
||||
qglBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, curElemBuffer );
|
||||
}
|
||||
}
|
||||
|
||||
}} //namespace D3::ImGuiHooks
|
||||
|
||||
#endif // D3_ENABLE_IMGUI
|
57
neo/sys/sys_imgui.h
Normal file
57
neo/sys/sys_imgui.h
Normal file
|
@ -0,0 +1,57 @@
|
|||
|
||||
|
||||
#ifndef NEO_SYS_SYS_IMGUI_H_
|
||||
#define NEO_SYS_SYS_IMGUI_H_
|
||||
|
||||
#include "../libs/imgui/imgui.h"
|
||||
|
||||
namespace D3 {
|
||||
namespace ImGuiHooks {
|
||||
|
||||
#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 NewFrame();
|
||||
|
||||
extern bool ProcessEvent(const void* sdlEvent);
|
||||
|
||||
extern void EndFrame();
|
||||
|
||||
#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 void NewFrame() {}
|
||||
|
||||
inline bool ProcessEvent(const void* sdlEvent) { return false; }
|
||||
|
||||
inline void EndFrame() {}
|
||||
|
||||
#endif
|
||||
|
||||
}} //namespace D3::ImGuiHooks
|
||||
|
||||
|
||||
#endif /* NEO_SYS_SYS_IMGUI_H_ */
|
Loading…
Reference in a new issue