#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