doom3-bfg/neo/imgui/BFGimguiImpl.cpp

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/*
* ImGui integration into Doom3BFG/OpenTechEngine.
* Based on ImGui SDL and OpenGL3 examples.
* Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
*
* Doom3-specific Code (and ImGui::DragXYZ(), based on ImGui::DragFloatN())
* Copyright (C) 2015 Daniel Gibson
*
* This file is under MIT License, like the original code from ImGui.
*/
#pragma hdrstop
#include "precompiled.h"
#include "BFGimgui.h"
#include "renderer/RenderCommon.h"
#include "renderer/RenderBackend.h"
// our custom ImGui functions from BFGimgui.h
// like DragFloat3(), but with "X: ", "Y: " or "Z: " prepended to each display_format, for vectors
// if !ignoreLabelWidth, it makes sure the label also fits into the current item width.
// note that this screws up alignment with consecutive "value+label widgets" (like Drag* or ColorEdit*)
bool ImGui::DragVec3( const char* label, idVec3& v, float v_speed,
float v_min, float v_max, const char* display_format, float power, bool ignoreLabelWidth )
{
bool value_changed = false;
ImGui::BeginGroup();
ImGui::PushID( label );
ImGuiStyle& style = ImGui::GetStyle();
float wholeWidth = ImGui::CalcItemWidth() - 2.0f * style.ItemSpacing.x;
float spacing = style.ItemInnerSpacing.x;
float labelWidth = ignoreLabelWidth ? 0.0f : ( ImGui::CalcTextSize( label, NULL, true ).x + spacing );
float coordWidth = ( wholeWidth - labelWidth - 2.0f * spacing ) * ( 1.0f / 3.0f ); // width of one x/y/z dragfloat
ImGui::PushItemWidth( coordWidth );
for( int i = 0; i < 3; i++ )
{
ImGui::PushID( i );
char format[64];
idStr::snPrintf( format, sizeof( format ), "%c: %s", "XYZ"[i], display_format );
value_changed |= ImGui::DragFloat( "##v", &v[i], v_speed, v_min, v_max, format, power );
ImGui::PopID();
ImGui::SameLine( 0.0f, spacing );
}
ImGui::PopItemWidth();
ImGui::PopID();
const char* labelEnd = strstr( label, "##" );
ImGui::TextUnformatted( label, labelEnd );
ImGui::EndGroup();
return value_changed;
}
// shortcut for DragXYZ with ignorLabelWidth = false
// very similar, but adjusts width to width of label to make sure it's not cut off
// sometimes useful, but might not align with consecutive "value+label widgets" (like Drag* or ColorEdit*)
bool ImGui::DragVec3fitLabel( const char* label, idVec3& v, float v_speed,
float v_min, float v_max, const char* display_format, float power )
{
return ImGui::DragVec3( label, v, v_speed, v_min, v_max, display_format, power, false );
}
// the ImGui hooks to integrate it into the engine
namespace ImGuiHook
{
namespace
{
bool g_IsInit = false;
double g_Time = 0.0f;
bool g_MousePressed[5] = { false, false, false, false, false };
float g_MouseWheel = 0.0f;
ImVec2 g_MousePos = ImVec2( -1.0f, -1.0f ); //{-1.0f, -1.0f};
ImVec2 g_DisplaySize = ImVec2( 0.0f, 0.0f ); //{0.0f, 0.0f};
bool g_haveNewFrame = false;
bool HandleKeyEvent( const sysEvent_t& keyEvent )
{
assert( keyEvent.evType == SE_KEY );
keyNum_t keyNum = static_cast<keyNum_t>( keyEvent.evValue );
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bool pressed = keyEvent.evValue2 > 0;
ImGuiIO& io = ImGui::GetIO();
if( keyNum < K_JOY1 )
{
// keyboard input as direct input scancodes
io.KeysDown[keyNum] = pressed;
io.KeyAlt = usercmdGen->KeyState( K_LALT ) == 1 || usercmdGen->KeyState( K_RALT ) == 1;
io.KeyCtrl = usercmdGen->KeyState( K_LCTRL ) == 1 || usercmdGen->KeyState( K_RCTRL ) == 1;
io.KeyShift = usercmdGen->KeyState( K_LSHIFT ) == 1 || usercmdGen->KeyState( K_RSHIFT ) == 1;
return true;
}
else if( keyNum >= K_MOUSE1 && keyNum <= K_MOUSE5 )
{
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int buttonIdx = keyNum - K_MOUSE1;
// K_MOUSE* are contiguous, so they can be used as indexes into imgui's
// g_MousePressed[] - imgui even uses the same order (left, right, middle, X1, X2)
g_MousePressed[buttonIdx] = pressed;
return true; // let's pretend we also handle mouse up events
}
return false;
}
// Gross hack. I'm sorry.
// sets the kb-layout specific keys in the keymap
void FillCharKeys( int* keyMap )
{
// set scancodes as default values in case the real keys aren't found below
keyMap[ImGuiKey_A] = K_A;
keyMap[ImGuiKey_C] = K_C;
keyMap[ImGuiKey_V] = K_V;
keyMap[ImGuiKey_X] = K_X;
keyMap[ImGuiKey_Y] = K_Y;
keyMap[ImGuiKey_Z] = K_Z;
// try all probable keys for whether they're ImGuiKey_A/C/V/X/Y/Z
for( int k = K_1; k < K_RSHIFT; ++k )
{
const char* kn = idKeyInput::LocalizedKeyName( ( keyNum_t )k );
if( kn[0] == '\0' || kn[1] != '\0' || kn[0] == '?' )
{
// if the key wasn't found or the name has more than one char,
// it's not what we're looking for.
continue;
}
switch( kn[0] )
{
case 'a': // fall-through
case 'A':
keyMap [ImGuiKey_A] = k;
break;
case 'c': // fall-through
case 'C':
keyMap [ImGuiKey_C] = k;
break;
case 'v': // fall-through
case 'V':
keyMap [ImGuiKey_V] = k;
break;
case 'x': // fall-through
case 'X':
keyMap [ImGuiKey_X] = k;
break;
case 'y': // fall-through
case 'Y':
keyMap [ImGuiKey_Y] = k;
break;
case 'z': // fall-through
case 'Z':
keyMap [ImGuiKey_Z] = k;
break;
}
}
}
// Sys_GetClipboardData() expects that you Mem_Free() its returned data
// ImGui can't do that, of course, so copy it into a static buffer here,
// Mem_Free() and return the copy
const char* GetClipboardWrapper()
{
char* txt = Sys_GetClipboardData();
if( txt == NULL ) return NULL;
static idStr clipboardBuf;
clipboardBuf = txt;
Mem_Free( txt );
return clipboardBuf.c_str();
}
bool ShowWindows()
{
return ImGuiTools::AreEditorsActive();
}
bool UseInput()
{
return ImGuiTools::ReleaseMouseForTools();
}
} //anon namespace
bool Init( int windowWidth, int windowHeight )
{
if( IsInitialized() )
{
Destroy();
}
ImGuiIO& io = ImGui::GetIO();
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = K_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = K_LEFTARROW;
io.KeyMap[ImGuiKey_RightArrow] = K_RIGHTARROW;
io.KeyMap[ImGuiKey_UpArrow] = K_UPARROW;
io.KeyMap[ImGuiKey_DownArrow] = K_DOWNARROW;
io.KeyMap[ImGuiKey_PageUp] = K_PGUP;
io.KeyMap[ImGuiKey_PageDown] = K_PGDN;
io.KeyMap[ImGuiKey_Home] = K_HOME;
io.KeyMap[ImGuiKey_End] = K_END;
io.KeyMap[ImGuiKey_Delete] = K_DEL;
io.KeyMap[ImGuiKey_Backspace] = K_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = K_ENTER;
io.KeyMap[ImGuiKey_Escape] = K_ESCAPE;
FillCharKeys( io.KeyMap );
g_DisplaySize.x = windowWidth;
g_DisplaySize.y = windowHeight;
io.DisplaySize = g_DisplaySize;
io.RenderDrawListsFn = idRenderBackend::ImGui_RenderDrawLists;
io.SetClipboardTextFn = Sys_SetClipboardData;
io.GetClipboardTextFn = GetClipboardWrapper;
// make it a bit prettier with rounded edges
ImGuiStyle& style = ImGui::GetStyle();
style.ChildWindowRounding = 9.0f;
style.FrameRounding = 4.0f;
style.ScrollbarRounding = 4.0f;
style.GrabRounding = 4.0f;
g_IsInit = true;
return true;
}
void NotifyDisplaySizeChanged( int width, int height )
{
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if( g_DisplaySize.x != width || g_DisplaySize.y != height )
{
g_DisplaySize = ImVec2( ( float )width, ( float )height );
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if( IsInitialized() )
{
Destroy();
Init( width, height );
}
}
}
// inject a sys event
bool InjectSysEvent( const sysEvent_t* event )
{
if( IsInitialized() && UseInput() )
{
if( event == NULL )
{
assert( 0 ); // I think this shouldn't happen
return false;
}
const sysEvent_t& ev = *event;
switch( ev.evType )
{
case SE_KEY:
return HandleKeyEvent( ev );
case SE_MOUSE_ABSOLUTE:
g_MousePos.x = ev.evValue;
g_MousePos.y = ev.evValue2;
return true;
case SE_CHAR:
if( ev.evValue < 0x10000 )
{
ImGui::GetIO().AddInputCharacter( ev.evValue );
return true;
}
break;
case SE_MOUSE_LEAVE:
g_MousePos = ImVec2( -1.0f, -1.0f );
return true;
default:
break;
}
}
return false;
}
bool InjectMouseWheel( int delta )
{
if( IsInitialized() && UseInput() && delta != 0 )
{
g_MouseWheel = ( delta > 0 ) ? 1 : -1;
return true;
}
return false;
}
void NewFrame()
{
if( IsInitialized() && ShowWindows() )
{
/*
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if( !g_FontTexture )
{
CreateDeviceObjects();
}
*/
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
io.DisplaySize = g_DisplaySize;
// Setup time step
int time = Sys_Milliseconds();
double current_time = time * 0.001;
io.DeltaTime = g_Time > 0.0 ? ( float )( current_time - g_Time ) : ( float )( 1.0f / 60.0f );
g_Time = current_time;
// Setup inputs
io.MousePos = g_MousePos;
// If a mouse press event came, always pass it as "mouse held this frame",
// so we don't miss click-release events that are shorter than 1 frame.
for( int i = 0; i < 5; ++i )
{
io.MouseDown[i] = g_MousePressed[i] || usercmdGen->KeyState( K_MOUSE1 + i ) == 1;
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//g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it TODO: hide mousecursor?
// ShowCursor(io.MouseDrawCursor ? 0 : 1);
ImGui::GetIO().MouseDrawCursor = UseInput();
// Start the frame
ImGui::NewFrame();
g_haveNewFrame = true;
}
}
void Render()
{
if( IsInitialized() && ShowWindows() )
{
if( !g_haveNewFrame )
{
// for screenshots etc, where we didn't go through idCommonLocal::Frame()
// before idRenderSystemLocal::SwapCommandBuffers_FinishRendering()
NewFrame();
}
ImGuiTools::DrawToolWindows();
ImGui::Render();
g_haveNewFrame = false;
}
}
void Destroy()
{
if( IsInitialized() )
{
ImGui::Shutdown();
g_IsInit = false;
}
}
bool IsInitialized()
{
// checks if imgui is up and running
return g_IsInit;
}
} //namespace ImGuiHook