diff --git a/neo/CMakeLists.txt b/neo/CMakeLists.txt index ebcc23a3..b3742322 100644 --- a/neo/CMakeLists.txt +++ b/neo/CMakeLists.txt @@ -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 diff --git a/neo/framework/Common.cpp b/neo/framework/Common.cpp index ad88825a..07fe92c8 100644 --- a/neo/framework/Common.cpp +++ b/neo/framework/Common.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(); diff --git a/neo/renderer/tr_backend.cpp b/neo/renderer/tr_backend.cpp index cd1fb7c7..8f7f99ab 100644 --- a/neo/renderer/tr_backend.cpp +++ b/neo/renderer/tr_backend.cpp @@ -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(); diff --git a/neo/sys/events.cpp b/neo/sys/events.cpp index 2890ff7a..e4cb5dd7 100644 --- a/neo/sys/events.cpp +++ b/neo/sys/events.cpp @@ -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: diff --git a/neo/sys/glimp.cpp b/neo/sys/glimp.cpp index 01667bdb..bff936da 100644 --- a/neo/sys/glimp.cpp +++ b/neo/sys/glimp.cpp @@ -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 @@ -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) diff --git a/neo/sys/sys_imgui.cpp b/neo/sys/sys_imgui.cpp new file mode 100644 index 00000000..24be7b72 --- /dev/null +++ b/neo/sys/sys_imgui.cpp @@ -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 + +#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 diff --git a/neo/sys/sys_imgui.h b/neo/sys/sys_imgui.h new file mode 100644 index 00000000..a362ea4f --- /dev/null +++ b/neo/sys/sys_imgui.h @@ -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_ */