mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-29 23:51:49 +00:00
652 lines
22 KiB
C++
652 lines
22 KiB
C++
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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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#ifdef D3_SDL_X11
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#include <dlfcn.h>
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#include <SDL_syswm.h>
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//char *XGetDefault(Display* display, const char* program, const char* option)
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typedef char* (*MY_XGETDEFAULTFUN)(Display*, const char*, const char*);
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#endif
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#include "../libs/imgui/backends/imgui_impl_opengl2.h"
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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 "framework/Session_local.h" // sessLocal.GetActiveMenu()
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#include "renderer/qgl.h"
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#include "renderer/tr_local.h" // glconfig
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#include "ui/DeviceContext.h"
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extern void Com_DrawDhewm3SettingsMenu(); // in framework/dhewm3SettingsMenu.cpp
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extern void Com_OpenCloseDhewm3SettingsMenu( bool open ); // ditto
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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?
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idCVar imgui_style( "imgui_style", "0", CVAR_SYSTEM|CVAR_INTEGER|CVAR_ARCHIVE, "Which ImGui style to use. 0: Dhewm3 theme, 1: Default ImGui theme, 2: User theme", 0.0f, 2.0f );
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extern idCVar r_scaleMenusTo43;
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// implemented in imgui_savestyle.cpp
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namespace DG {
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// writes the given ImGuiStyle to the given filename (opened with fopen())
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// returns true on success, false if opening the file failed
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extern bool WriteImGuiStyle( const ImGuiStyle& style, const char* filename );
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// reads the the given filename (opened with fopen())
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// and sets the given ImGuiStyle accordingly.
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// if any attributes/colors/behaviors are missing the the file,
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// they are not modified in style, so it probably makes sense to initialize
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// style to a sane default before calling this function.
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// returns true on success, false if opening the file failed
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extern bool ReadImGuiStyle( ImGuiStyle& style, const char* filename );
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// generate C++ code that replicates the given style into a text buffer
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// (that you can write to a file or set the clipboard from or whatever)
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// if refStyle is set, only differences in style compared to refStyle are written
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extern ImGuiTextBuffer WriteImGuiStyleToCode( const ImGuiStyle& style, const ImGuiStyle* refStyle = nullptr );
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} //namespace DG
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namespace D3 {
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namespace ImGuiHooks {
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#include "proggyvector_font.h"
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static SDL_Window* sdlWindow = NULL;
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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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static ImGuiStyle userStyle;
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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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idStr GetUserStyleFilename()
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{
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// TODO: put this into the config dir
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return idStr( "user.imstyle" );
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}
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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, 0.6f) );
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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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float dpi = -1.0f;
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#ifdef D3_SDL_X11
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SDL_SysWMinfo wmInfo = {};
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SDL_VERSION(&wmInfo.version)
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if(SDL_GetWindowWMInfo(win, &wmInfo) && wmInfo.subsystem == SDL_SYSWM_X11) {
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Display* display = wmInfo.info.x11.display;
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static void* libX11 = NULL;
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if(libX11 == NULL) {
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libX11 = dlopen("libX11.so.6", RTLD_LAZY);
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}
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if(libX11 == NULL) {
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libX11 = dlopen("libX11.so", RTLD_LAZY);
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}
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if(libX11 != NULL) {
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MY_XGETDEFAULTFUN my_xgetdefault = (MY_XGETDEFAULTFUN)dlsym(libX11, "XGetDefault");
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if(my_xgetdefault != NULL) {
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//char *XGetDefault(Display* display, const char* program, const char* option)
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const char* dpiStr = my_xgetdefault(display, "Xft", "dpi");
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printf("XX dpistr = '%s'\n", dpiStr);
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if(dpiStr != NULL) {
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dpi = atof(dpiStr);
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}
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}
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}
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}
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if (dpi == -1.0f)
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#endif
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{
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int winIdx = SDL_GetWindowDisplayIndex( win );
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if (winIdx >= 0) {
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SDL_GetDisplayDPI(winIdx, NULL, &dpi, NULL);
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}
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}
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return dpi;
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}
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static float GetDefaultScale()
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{
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float ret = GetDefaultDPI() / 96.0f;
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ret = round(ret*2.0)*0.5; // round to .0 or .5
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return ret;
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}
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float GetScale()
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{
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float ret = imgui_scale.GetFloat();
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if (ret < 0.0f) {
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ret = GetDefaultScale();
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}
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return ret;
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}
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void SetScale( float scale )
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{
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imgui_scale.SetFloat( scale );
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}
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static bool imgui_initialized = false;
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// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
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bool Init(void* _sdlWindow, void* sdlGlContext)
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{
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common->Printf( "Initializing ImGui\n" );
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sdlWindow = (SDL_Window*)_sdlWindow;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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imguiCtx = ImGui::CreateContext();
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if ( imguiCtx == NULL ) {
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common->Warning( "Failed to create ImGui Context!\n" );
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return false;
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}
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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SetImGuiStyle( Style::Dhewm3 );
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userStyle = ImGui::GetStyle(); // set dhewm3 style as default, in case the user style is missing values
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if ( DG::ReadImGuiStyle( userStyle, GetUserStyleFilename() ) && imgui_style.GetInteger() == 2 ) {
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ImGui::GetStyle() = userStyle;
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} else if ( imgui_style.GetInteger() == 1 ) {
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ImGui::GetStyle() = ImGuiStyle();
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ImGui::StyleColorsDark();
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}
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imgui_scale.SetModified(); // so NewFrame() will load the scaled font
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// Setup Platform/Renderer backends
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if ( ! ImGui_ImplSDL2_InitForOpenGL( sdlWindow, sdlGlContext ) ) {
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ImGui::DestroyContext( imguiCtx );
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imguiCtx = NULL;
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common->Warning( "Failed to initialize ImGui SDL platform backend!\n" );
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return false;
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}
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if ( ! ImGui_ImplOpenGL2_Init() ) {
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext( imguiCtx );
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imguiCtx = NULL;
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common->Warning( "Failed to initialize ImGui OpenGL renderer backend!\n" );
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return false;
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}
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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const char* f10bind = idKeyInput::GetBinding( K_F10 );
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if ( f10bind && f10bind[0] != '\0' ) {
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if ( idStr::Icmp( f10bind, "dhewm3Settings" ) != 0 ) {
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// if F10 is already bound, but not to dhewm3Settings, show a message
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common->Printf( "... the F10 key is already bound to '%s', otherwise it could be used to open the dhewm3 Settings Menu\n" , f10bind );
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}
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} else {
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idKeyInput::SetBinding( K_F10, "dhewm3Settings" );
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}
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imgui_initialized = true;
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return true;
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}
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void Shutdown()
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{
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if ( imgui_initialized ) {
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common->Printf( "Shutting down ImGui\n" );
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// TODO: only if init was successful!
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext( imguiCtx );
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imgui_initialized = false;
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}
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}
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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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void NewFrame()
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{
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// even if all windows are closed, still run a few frames
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// so ImGui also recognizes internally that all windows are closed
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// and e.g. ImGuiCond_Appearing works as intended
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static int framesAfterAllWindowsClosed = 0;
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if ( openImguiWindows == 0 ) {
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if ( framesAfterAllWindowsClosed > 1 )
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return;
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else
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++framesAfterAllWindowsClosed;
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} else {
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framesAfterAllWindowsClosed = 0;
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}
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if( imgui_scale.IsModified() ) {
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imgui_scale.ClearModified();
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->Clear();
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ImGui_ImplOpenGL2_DestroyFontsTexture();
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ImFontConfig fontCfg;
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strcpy( fontCfg.Name, "ProggyVector" );
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float fontSize = 18.0f * GetScale();
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float fontSizeInt = roundf( fontSize ); // font sizes are supposed to be rounded to integers
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(ProggyVector_compressed_data, ProggyVector_compressed_size, fontSizeInt, nullptr);
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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if ( ShouldShowCursor() )
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ImGui::GetIO().ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange;
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else
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ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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ImGui_ImplSDL2_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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if (openImguiWindows & D3_ImGuiWin_Demo) {
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bool show_demo_window = true;
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ImGui::ShowDemoWindow(&show_demo_window);
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if(!show_demo_window)
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CloseWindow(D3_ImGuiWin_Demo);
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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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{
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if (openImguiWindows == 0)
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return false;
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const SDL_Event* ev = (const SDL_Event*)sdlEvent;
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// ImGui_ImplSDL2_ProcessEvent() doc says:
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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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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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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// 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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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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bool ShouldShowCursor()
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{
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if ( sessLocal.GetActiveMenu() == nullptr ) {
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// when ingame, render the ImGui/SDL/system cursor if an ImGui window is open
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// because dhewm3 does *not* render its own cursor outside ImGui windows.
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// additionally, only show it if an ImGui window has focus - this allows you
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// to click outside the ImGui window to give Doom3 focus and look around.
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// You can get focus on the ImGui window again by clicking while the invisible
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// cursor is over the window (things in it still get highlighted), or by
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// opening the main (Esc) or by opening the Dhewm3 Settings window (F10, usually),
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// which will either open it focused or give an ImGui window focus if it
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// was open but unfocused.
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// TODO: Might be nice to have a keyboard shortcut to give focus to any open
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// ImGui window, maybe Pause?
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return openImguiWindows != 0 && ImGui::IsWindowFocused( ImGuiFocusedFlags_AnyWindow );
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} else {
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// if we're in a menu (probably main menu), dhewm3 renders a cursor for it,
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// so only show the ImGui cursor when the mouse cursor is over an ImGui window
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// or in one of the black bars where Doom3's cursor isn't rendered in
|
|
// non 4:3 resolutions
|
|
if ( openImguiWindows == 0 ) {
|
|
return false; // no open ImGui window => no ImGui cursor
|
|
}
|
|
if ( ImGui::GetIO().WantCaptureMouse ) {
|
|
return true; // over an ImGui window => definitely want ImGui cursor
|
|
}
|
|
// if scaling Doom3 menus to 4:3 is enabled and the cursor is currently
|
|
// in a black bar (Doom3 cursor is not drawn there), show the ImGui cursor
|
|
if ( r_scaleMenusTo43.GetBool() ) {
|
|
ImVec2 mousePos = ImGui::GetMousePos();
|
|
float w = renderSystem->GetScreenWidth();
|
|
float h = renderSystem->GetScreenHeight();
|
|
float aspectRatio = w/h;
|
|
static const float virtualAspectRatio = float(VIRTUAL_WIDTH)/float(VIRTUAL_HEIGHT); // 4:3 = 1.333
|
|
if(aspectRatio > 1.4f) {
|
|
// widescreen (4:3 is 1.333 3:2 is 1.5, 16:10 is 1.6, 16:9 is 1.7778)
|
|
// => we need to scale and offset w to get the width of the black bars
|
|
float scaleX = virtualAspectRatio/aspectRatio;
|
|
float offsetX = (1.0f - scaleX) * w * 0.5f; // (w - scale*w)/2
|
|
if ( mousePos.x <= offsetX || mousePos.x >= w - offsetX ) {
|
|
return true;
|
|
}
|
|
} else if(aspectRatio < 1.24f) {
|
|
// portrait-mode, "thinner" than 5:4 (which is 1.25)
|
|
// => we need to scale and offset h to get the height of the black bars
|
|
// it's analogue to the other case, but inverted and with height and Y
|
|
float scaleY = aspectRatio/virtualAspectRatio;
|
|
float offsetY = (1.0f - scaleY)* h * 0.5f; // (h - scale*h)/2
|
|
if ( mousePos.y <= offsetY || mousePos.y >= h - offsetY ) {
|
|
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 );
|
|
}
|
|
|
|
// reset this at the end of each frame, will be set again by ProcessEvent()
|
|
if ( hadKeyDownEvent ) {
|
|
hadKeyDownEvent = false;
|
|
}
|
|
}
|
|
|
|
|
|
void OpenWindow( D3ImGuiWindow win )
|
|
{
|
|
if ( openImguiWindows & win )
|
|
return; // already open
|
|
|
|
ImGui::SetNextWindowFocus();
|
|
|
|
switch ( win ) {
|
|
case D3_ImGuiWin_Settings:
|
|
Com_OpenCloseDhewm3SettingsMenu( true );
|
|
break;
|
|
// TODO: other windows that need explicit opening
|
|
}
|
|
|
|
openImguiWindows |= win;
|
|
}
|
|
|
|
void CloseWindow( D3ImGuiWindow win )
|
|
{
|
|
if ( (openImguiWindows & win) == 0 )
|
|
return; // already closed
|
|
|
|
switch ( win ) {
|
|
case D3_ImGuiWin_Settings:
|
|
Com_OpenCloseDhewm3SettingsMenu( false );
|
|
break;
|
|
// TODO: other windows that need explicit closing
|
|
}
|
|
|
|
openImguiWindows &= ~win;
|
|
}
|
|
|
|
int GetOpenWindowsMask()
|
|
{
|
|
return openImguiWindows;
|
|
}
|
|
|
|
ImGuiStyle GetImGuiStyle( Style d3style )
|
|
{
|
|
ImGuiStyle style; // default style
|
|
if ( d3style == Style::Dhewm3 ) {
|
|
// make it look a bit nicer with rounded edges
|
|
style.WindowRounding = 2.0f;
|
|
style.FrameRounding = 3.0f;
|
|
style.FramePadding = ImVec2( 6.0f, 3.0f );
|
|
//style.ChildRounding = 6.0f;
|
|
style.ScrollbarRounding = 8.0f;
|
|
style.GrabRounding = 3.0f;
|
|
style.PopupRounding = 2.0f;
|
|
SetDhewm3StyleColors( &style );
|
|
} else if ( d3style == Style::User ) {
|
|
style = userStyle;
|
|
} else {
|
|
assert( d3style == Style::ImGui_Default && "invalid/unknown style" );
|
|
ImGui::StyleColorsDark( &style );
|
|
}
|
|
return style;
|
|
}
|
|
|
|
void SetImGuiStyle( Style d3style )
|
|
{
|
|
ImGui::GetStyle() = GetImGuiStyle( d3style );
|
|
}
|
|
|
|
void SetDhewm3StyleColors( ImGuiStyle* dst )
|
|
{
|
|
if ( dst == nullptr )
|
|
dst = &ImGui::GetStyle();
|
|
ImGui::StyleColorsDark( dst );
|
|
ImVec4* colors = dst->Colors;
|
|
//colors[ImGuiCol_TitleBg] = ImVec4(0.28f, 0.36f, 0.48f, 0.88f);
|
|
//colors[ImGuiCol_TitleBg] = ImVec4(0.09f, 0.23f, 0.22f, 0.90f);
|
|
//colors[ImGuiCol_TitleBgActive] = ImVec4(0.02f, 0.52f, 0.53f, 1.00f);
|
|
colors[ImGuiCol_TitleBg] = ImVec4(0.09f, 0.13f, 0.12f, 0.90f);
|
|
colors[ImGuiCol_TitleBgActive] = ImVec4(0.03f, 0.33f, 0.33f, 1.00f);
|
|
//colors[ImGuiCol_TitleBg] = ImVec4(0.12f, 0.17f, 0.16f, 0.90f);
|
|
colors[ImGuiCol_TabHovered] = ImVec4(0.42f, 0.69f, 1.00f, 0.80f);
|
|
colors[ImGuiCol_TabActive] = ImVec4(0.24f, 0.51f, 0.83f, 1.00f);
|
|
}
|
|
|
|
void SetUserStyleColors()
|
|
{
|
|
ImGuiStyle& style = ImGui::GetStyle();
|
|
for ( int i=0; i < ImGuiCol_COUNT; ++i ) {
|
|
style.Colors[i] = userStyle.Colors[i];
|
|
}
|
|
}
|
|
|
|
bool WriteUserStyle()
|
|
{
|
|
userStyle = ImGui::GetStyle();
|
|
if ( !DG::WriteImGuiStyle( ImGui::GetStyle(), GetUserStyleFilename() ) ) {
|
|
common->Warning( "Couldn't write ImGui userstyle!\n" );
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CopyCurrentStyle( bool onlyChanges )
|
|
{
|
|
ImGuiStyle refStyle = GetImGuiStyle( Style::ImGui_Default );
|
|
ImGuiTextBuffer buf = DG::WriteImGuiStyleToCode( ImGui::GetStyle(), onlyChanges ? &refStyle : nullptr );
|
|
Sys_SetClipboardData( buf.c_str() );
|
|
}
|
|
|
|
}} //namespace D3::ImGuiHooks
|