/* * Copyright 2014-2015 Daniel Collin. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include #include #include #include "imgui.h" #include "ocornut_imgui.h" #include #if defined(SCI_NAMESPACE) # include "../entry/input.h" # include "scintilla.h" #endif // defined(SCI_NAMESPACE) #include "vs_ocornut_imgui.bin.h" #include "fs_ocornut_imgui.bin.h" struct OcornutImguiContext { static void* memAlloc(size_t _size); static void memFree(void* _ptr); static void renderDrawLists(ImDrawData* draw_data); void render(ImDrawData* draw_data) { const float width = ImGui::GetIO().DisplaySize.x; const float height = ImGui::GetIO().DisplaySize.y; float ortho[16]; bx::mtxOrtho(ortho, 0.0f, width, height, 0.0f, -1.0f, 1.0f); bgfx::setViewTransform(m_viewId, NULL, ortho); // Render command lists for (int32_t ii = 0; ii < draw_data->CmdListsCount; ++ii) { bgfx::TransientVertexBuffer tvb; bgfx::TransientIndexBuffer tib; const ImDrawList* cmd_list = draw_data->CmdLists[ii]; uint32_t vtx_size = (uint32_t)cmd_list->VtxBuffer.size(); uint32_t idx_size = (uint32_t)cmd_list->IdxBuffer.size(); if (!bgfx::checkAvailTransientVertexBuffer(vtx_size, m_decl) || !bgfx::checkAvailTransientIndexBuffer(idx_size) ) { // not enough space in transient buffer just quit drawing the rest... break; } bgfx::allocTransientVertexBuffer(&tvb, vtx_size, m_decl); bgfx::allocTransientIndexBuffer(&tib, idx_size); ImDrawVert* verts = (ImDrawVert*)tvb.data; memcpy(verts, cmd_list->VtxBuffer.begin(), vtx_size * sizeof(ImDrawVert) ); ImDrawIdx* indices = (ImDrawIdx*)tib.data; memcpy(indices, cmd_list->IdxBuffer.begin(), idx_size * sizeof(ImDrawIdx) ); uint32_t elem_offset = 0; const ImDrawCmd* pcmd_begin = cmd_list->CmdBuffer.begin(); const ImDrawCmd* pcmd_end = cmd_list->CmdBuffer.end(); for (const ImDrawCmd* pcmd = pcmd_begin; pcmd != pcmd_end; pcmd++) { if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); elem_offset += pcmd->ElemCount; continue; } if (0 == pcmd->ElemCount) { continue; } bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA) | BGFX_STATE_MSAA ); bgfx::setScissor(uint16_t(bx::fmax(pcmd->ClipRect.x, 0.0f) ) , uint16_t(bx::fmax(pcmd->ClipRect.y, 0.0f) ) , uint16_t(bx::fmin(pcmd->ClipRect.z, 65535.0f)-bx::fmax(pcmd->ClipRect.x, 0.0f) ) , uint16_t(bx::fmin(pcmd->ClipRect.w, 65535.0f)-bx::fmax(pcmd->ClipRect.y, 0.0f) ) ); union { void* ptr; bgfx::TextureHandle handle; } texture = { pcmd->TextureId }; bgfx::setTexture(0, s_tex, 0 != texture.handle.idx ? texture.handle : m_texture ); bgfx::setVertexBuffer(&tvb, 0, vtx_size); bgfx::setIndexBuffer(&tib, elem_offset, pcmd->ElemCount); bgfx::submit(m_viewId, m_program); elem_offset += pcmd->ElemCount; } } } void create(const void* _data, uint32_t _size, float _fontSize, bx::AllocatorI* _allocator) { m_viewId = 255; m_allocator = _allocator; m_lastScroll = 0; m_last = bx::getHPCounter(); ImGuiIO& io = ImGui::GetIO(); io.RenderDrawListsFn = renderDrawLists; if (NULL != m_allocator) { io.MemAllocFn = memAlloc; io.MemFreeFn = memFree; } io.DisplaySize = ImVec2(1280.0f, 720.0f); io.DeltaTime = 1.0f / 60.0f; io.IniFilename = NULL; #if defined(SCI_NAMESPACE) io.KeyMap[ImGuiKey_Tab] = (int)entry::Key::Tab; io.KeyMap[ImGuiKey_LeftArrow] = (int)entry::Key::Left; io.KeyMap[ImGuiKey_RightArrow] = (int)entry::Key::Right; io.KeyMap[ImGuiKey_UpArrow] = (int)entry::Key::Up; io.KeyMap[ImGuiKey_DownArrow] = (int)entry::Key::Down; io.KeyMap[ImGuiKey_Home] = (int)entry::Key::Home; io.KeyMap[ImGuiKey_End] = (int)entry::Key::End; io.KeyMap[ImGuiKey_Delete] = (int)entry::Key::Delete; io.KeyMap[ImGuiKey_Backspace] = (int)entry::Key::Backspace; io.KeyMap[ImGuiKey_Enter] = (int)entry::Key::Return; io.KeyMap[ImGuiKey_Escape] = (int)entry::Key::Esc; io.KeyMap[ImGuiKey_A] = (int)entry::Key::KeyA; io.KeyMap[ImGuiKey_C] = (int)entry::Key::KeyC; io.KeyMap[ImGuiKey_V] = (int)entry::Key::KeyV; io.KeyMap[ImGuiKey_X] = (int)entry::Key::KeyX; io.KeyMap[ImGuiKey_Y] = (int)entry::Key::KeyY; io.KeyMap[ImGuiKey_Z] = (int)entry::Key::KeyZ; #endif // defined(SCI_NAMESPACE) const bgfx::Memory* vsmem; const bgfx::Memory* fsmem; switch (bgfx::getRendererType() ) { case bgfx::RendererType::Direct3D9: vsmem = bgfx::makeRef(vs_ocornut_imgui_dx9, sizeof(vs_ocornut_imgui_dx9) ); fsmem = bgfx::makeRef(fs_ocornut_imgui_dx9, sizeof(fs_ocornut_imgui_dx9) ); break; case bgfx::RendererType::Direct3D11: case bgfx::RendererType::Direct3D12: vsmem = bgfx::makeRef(vs_ocornut_imgui_dx11, sizeof(vs_ocornut_imgui_dx11) ); fsmem = bgfx::makeRef(fs_ocornut_imgui_dx11, sizeof(fs_ocornut_imgui_dx11) ); break; default: vsmem = bgfx::makeRef(vs_ocornut_imgui_glsl, sizeof(vs_ocornut_imgui_glsl) ); fsmem = bgfx::makeRef(fs_ocornut_imgui_glsl, sizeof(fs_ocornut_imgui_glsl) ); break; } bgfx::ShaderHandle vsh = bgfx::createShader(vsmem); bgfx::ShaderHandle fsh = bgfx::createShader(fsmem); m_program = bgfx::createProgram(vsh, fsh, true); m_decl .begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .end(); s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1); uint8_t* data; int32_t width; int32_t height; void* font = ImGui::MemAlloc(_size); memcpy(font, _data, _size); io.Fonts->AddFontFromMemoryTTF(font, _size, _fontSize); io.Fonts->GetTexDataAsRGBA32(&data, &width, &height); m_texture = bgfx::createTexture2D( (uint16_t)width , (uint16_t)height , 1 , bgfx::TextureFormat::BGRA8 , 0 , bgfx::copy(data, width*height*4) ); ImGuiStyle& style = ImGui::GetStyle(); style.FrameRounding = 4.0f; } void destroy() { ImGui::Shutdown(); bgfx::destroyUniform(s_tex); bgfx::destroyTexture(m_texture); bgfx::destroyProgram(m_program); m_allocator = NULL; } void beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int32_t _scroll, int _width, int _height, char _inputChar, uint8_t _viewId) { m_viewId = _viewId; ImGuiIO& io = ImGui::GetIO(); if (_inputChar < 0x7f) { io.AddInputCharacter(_inputChar); // ASCII or GTFO! :( } io.DisplaySize = ImVec2( (float)_width, (float)_height); const int64_t now = bx::getHPCounter(); const int64_t frameTime = now - m_last; m_last = now; const double freq = double(bx::getHPFrequency() ); io.DeltaTime = float(frameTime/freq); io.MousePos = ImVec2( (float)_mx, (float)_my); io.MouseDown[0] = 0 != (_button & IMGUI_MBUT_LEFT); io.MouseDown[1] = 0 != (_button & IMGUI_MBUT_RIGHT); io.MouseWheel = (float)(_scroll - m_lastScroll); m_lastScroll = _scroll; #if defined(SCI_NAMESPACE) uint8_t modifiers = inputGetModifiersState(); io.KeyShift = 0 != (modifiers & (entry::Modifier::LeftShift | entry::Modifier::RightShift) ); io.KeyCtrl = 0 != (modifiers & (entry::Modifier::LeftCtrl | entry::Modifier::RightCtrl ) ); io.KeyAlt = 0 != (modifiers & (entry::Modifier::LeftAlt | entry::Modifier::RightAlt ) ); for (int32_t ii = 0; ii < (int32_t)entry::Key::Count; ++ii) { io.KeysDown[ii] = inputGetKeyState(entry::Key::Enum(ii) ); } #endif // defined(SCI_NAMESPACE) ImGui::NewFrame(); //ImGui::ShowTestWindow(); //Debug only. // #if defined(SCI_NAMESPACE) && 0 bool opened = true; ImGuiScintilla("Scintilla Editor", &opened, ImVec2(640.0f, 480.0f) ); #endif // 0 } void endFrame() { ImGui::Render(); } bx::AllocatorI* m_allocator; bgfx::VertexDecl m_decl; bgfx::ProgramHandle m_program; bgfx::TextureHandle m_texture; bgfx::UniformHandle s_tex; int64_t m_last; int32_t m_lastScroll; uint8_t m_viewId; }; static OcornutImguiContext s_ctx; void* OcornutImguiContext::memAlloc(size_t _size) { return BX_ALLOC(s_ctx.m_allocator, _size); } void OcornutImguiContext::memFree(void* _ptr) { BX_FREE(s_ctx.m_allocator, _ptr); } void OcornutImguiContext::renderDrawLists(ImDrawData* draw_data) { s_ctx.render(draw_data); } void IMGUI_create(const void* _data, uint32_t _size, float _fontSize, bx::AllocatorI* _allocator) { s_ctx.create(_data, _size, _fontSize, _allocator); } void IMGUI_destroy() { s_ctx.destroy(); } void IMGUI_beginFrame(int32_t _mx, int32_t _my, uint8_t _button, int32_t _scroll, int _width, int _height, char _inputChar, uint8_t _viewId) { s_ctx.beginFrame(_mx, _my, _button, _scroll, _width, _height, _inputChar, _viewId); } void IMGUI_endFrame() { s_ctx.endFrame(); }