#include #include "sys_imgui.h" #ifdef D3_SDL_X11 #include #include //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" #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(); 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(); //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 ) ) { 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); 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; 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 if ( !haveNewFrame ) { NewFrame(); } haveNewFrame = false; ImGui::Render(); // 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 ); // 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 ); } // 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 ); } } ImGui_ImplOpenGL2_RenderDrawData( ImGui::GetDrawData() ); 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