mirror of
https://github.com/dhewm/dhewm3.git
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103 lines
2.7 KiB
C++
103 lines
2.7 KiB
C++
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#ifndef NEO_SYS_SYS_IMGUI_H_
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#define NEO_SYS_SYS_IMGUI_H_
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#include "../libs/imgui/imgui.h"
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namespace D3 {
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namespace ImGuiHooks {
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enum D3ImGuiWindow {
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D3_ImGuiWin_None = 0,
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D3_ImGuiWin_Settings = 1, // advanced dhewm3 settings menu
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D3_ImGuiWin_Demo = 2, // ImGui demo window
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// next should be 4, then 8, etc so a bitmask can be used
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};
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#ifndef IMGUI_DISABLE
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extern ImGuiContext* imguiCtx; // this is only here so IsImguiEnabled() can use it inline
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inline bool IsImguiEnabled()
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{
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return imguiCtx != NULL;
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}
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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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extern bool Init(void* sdlWindow, void* sdlGlContext);
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extern void Shutdown();
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extern void OpenWindow( D3ImGuiWindow win );
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extern void CloseWindow( D3ImGuiWindow win );
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// enum D3ImGuiWindow values of all currently open imgui windows or-ed together
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// (0 if none are open)
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extern int GetOpenWindowsMask();
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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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extern bool ProcessEvent(const void* sdlEvent);
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// for binding keys from an ImGui-based menu: send input events to dhewm3
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// even if ImGui window has focus
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extern void SetKeyBindMode( bool enable );
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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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extern void NewFrame();
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// called at the end of the D3 frame, when all other D3 rendering is done
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// renders ImGui menus then
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extern void EndFrame();
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extern float GetScale();
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extern void SetScale( float scale );
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// show a red overlay-window at the center of the screen that contains
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// a warning symbol (triangle with !) and the given text
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// disappears after a few seconds or when a key is pressed or the mouse is moved
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extern void ShowWarningOverlay( const char* text );
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#else // IMGUI_DISABLE - just stub out everything
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inline bool IsImguiEnabled()
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{
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return false;
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}
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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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inline bool Init(void* sdlWindow, void* sdlGlContext)
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{
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return false;
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}
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inline void Shutdown() {}
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inline bool ProcessEvent(const void* sdlEvent) { return false; }
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inline void SetKeyBindMode( bool enable ) {}
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inline void NewFrame() {}
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inline void EndFrame() {}
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inline void OpenWindow( D3ImGuiWindow win ) {}
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inline void CloseWindow( D3ImGuiWindow win ) {}
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inline int GetOpenWindowsMask() { return 0; }
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inline float GetScale() { return 1.0f; }
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inline void SetScale( float scale ) {}
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inline void ShowWarningOverlay( const char* text ) {}
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#endif
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}} //namespace D3::ImGuiHooks
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#endif /* NEO_SYS_SYS_IMGUI_H_ */
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