imgui_impl_marmalade.cpp (12164B)
1 // dear imgui: Renderer + Platform Backend for Marmalade + IwGx 2 // Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) 3 4 // Implemented features: 5 // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! 6 // Missing features: 7 // [ ] Renderer: Clipping rectangles are not honored. 8 9 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 10 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 11 // Read online: https://github.com/ocornut/imgui/tree/master/docs 12 13 // CHANGELOG 14 // (minor and older changes stripped away, please see git history for details) 15 // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) 16 // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. 17 // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). 18 // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. 19 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. 20 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. 21 // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. 22 23 #include "imgui.h" 24 #include "imgui_impl_marmalade.h" 25 26 #include <s3eClipboard.h> 27 #include <s3ePointer.h> 28 #include <s3eKeyboard.h> 29 #include <IwTexture.h> 30 #include <IwGx.h> 31 32 // Data 33 static double g_Time = 0.0f; 34 static bool g_MousePressed[3] = { false, false, false }; 35 static CIwTexture* g_FontTexture = NULL; 36 static char* g_ClipboardText = NULL; 37 static bool g_osdKeyboardEnabled = false; 38 39 // use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor 40 static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f); 41 42 // Render function. 43 void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) 44 { 45 // Avoid rendering when minimized 46 if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) 47 return; 48 49 // Render command lists 50 for (int n = 0; n < draw_data->CmdListsCount; n++) 51 { 52 const ImDrawList* cmd_list = draw_data->CmdLists[n]; 53 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; 54 const int nVert = cmd_list->VtxBuffer.Size; 55 CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert); 56 CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); 57 CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); 58 59 for (int i = 0; i < nVert; i++) 60 { 61 // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix. 62 pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; 63 pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y; 64 pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; 65 pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y; 66 pColStream[i] = cmd_list->VtxBuffer[i].col; 67 } 68 69 IwGxSetVertStreamScreenSpace(pVertStream, nVert); 70 IwGxSetUVStream(pUVStream); 71 IwGxSetColStream(pColStream, nVert); 72 IwGxSetNormStream(0); 73 74 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) 75 { 76 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; 77 if (pcmd->UserCallback) 78 { 79 pcmd->UserCallback(cmd_list, pcmd); 80 } 81 else 82 { 83 // FIXME: Not honoring ClipRect fields. 84 CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); 85 pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); 86 pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); 87 pCurrentMaterial->SetFiltering(false); 88 pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND); 89 pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); 90 pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); 91 pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID()); 92 IwGxSetMaterial(pCurrentMaterial); 93 IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount); 94 } 95 idx_buffer += pcmd->ElemCount; 96 } 97 IwGxFlush(); 98 } 99 100 // TODO: restore modified state (i.e. mvp matrix) 101 } 102 103 static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/) 104 { 105 if (!s3eClipboardAvailable()) 106 return NULL; 107 108 if (int size = s3eClipboardGetText(NULL, 0)) 109 { 110 if (g_ClipboardText) 111 delete[] g_ClipboardText; 112 g_ClipboardText = new char[size]; 113 g_ClipboardText[0] = '\0'; 114 s3eClipboardGetText(g_ClipboardText, size); 115 } 116 117 return g_ClipboardText; 118 } 119 120 static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text) 121 { 122 if (s3eClipboardAvailable()) 123 s3eClipboardSetText(text); 124 } 125 126 int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data) 127 { 128 // pEvent->m_Button is of type s3ePointerButton and indicates which mouse 129 // button was pressed. For touchscreen this should always have the value 130 // S3E_POINTER_BUTTON_SELECT 131 s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data; 132 133 if (pEvent->m_Pressed == 1) 134 { 135 if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) 136 g_MousePressed[0] = true; 137 if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) 138 g_MousePressed[1] = true; 139 if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) 140 g_MousePressed[2] = true; 141 if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) 142 io.MouseWheel += pEvent->m_y; 143 if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) 144 io.MouseWheel += pEvent->m_y; 145 } 146 147 return 0; 148 } 149 150 int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data) 151 { 152 ImGuiIO& io = ImGui::GetIO(); 153 s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data; 154 if (e->m_Pressed == 1) 155 io.KeysDown[e->m_Key] = true; 156 if (e->m_Pressed == 0) 157 io.KeysDown[e->m_Key] = false; 158 159 io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN; 160 io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN; 161 io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN; 162 io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN; 163 164 return 0; 165 } 166 167 int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) 168 { 169 ImGuiIO& io = ImGui::GetIO(); 170 s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; 171 io.AddInputCharacter((unsigned int)e->m_Char); 172 173 return 0; 174 } 175 176 bool ImGui_Marmalade_CreateDeviceObjects() 177 { 178 // Build texture atlas 179 ImGuiIO& io = ImGui::GetIO(); 180 unsigned char* pixels; 181 int width, height; 182 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); 183 184 // Upload texture to graphics system 185 g_FontTexture = new CIwTexture(); 186 g_FontTexture->SetModifiable(true); 187 CIwImage& image = g_FontTexture->GetImage(); 188 image.SetFormat(CIwImage::ARGB_8888); 189 image.SetWidth(width); 190 image.SetHeight(height); 191 image.SetBuffers(); // allocates and own buffers 192 image.ReadTexels(pixels); 193 g_FontTexture->SetMipMapping(false); 194 g_FontTexture->SetFiltering(false); 195 g_FontTexture->Upload(); 196 197 // Store our identifier 198 io.Fonts->SetTexID((ImTextureID)g_FontTexture); 199 200 return true; 201 } 202 203 void ImGui_Marmalade_InvalidateDeviceObjects() 204 { 205 if (g_ClipboardText) 206 { 207 delete[] g_ClipboardText; 208 g_ClipboardText = NULL; 209 } 210 211 if (g_FontTexture) 212 { 213 ImGui::GetIO().Fonts->SetTexID(0); 214 delete g_FontTexture; 215 g_FontTexture = NULL; 216 } 217 } 218 219 bool ImGui_Marmalade_Init(bool install_callbacks) 220 { 221 ImGuiIO& io = ImGui::GetIO(); 222 io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; 223 224 // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. 225 io.KeyMap[ImGuiKey_Tab] = s3eKeyTab 226 io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; 227 io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; 228 io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; 229 io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; 230 io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; 231 io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; 232 io.KeyMap[ImGuiKey_Home] = s3eKeyHome; 233 io.KeyMap[ImGuiKey_End] = s3eKeyEnd; 234 io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert; 235 io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; 236 io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; 237 io.KeyMap[ImGuiKey_Space] = s3eKeySpace; 238 io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; 239 io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; 240 io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter; 241 io.KeyMap[ImGuiKey_A] = s3eKeyA; 242 io.KeyMap[ImGuiKey_C] = s3eKeyC; 243 io.KeyMap[ImGuiKey_V] = s3eKeyV; 244 io.KeyMap[ImGuiKey_X] = s3eKeyX; 245 io.KeyMap[ImGuiKey_Y] = s3eKeyY; 246 io.KeyMap[ImGuiKey_Z] = s3eKeyZ; 247 248 io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; 249 io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; 250 251 if (install_callbacks) 252 { 253 s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0); 254 s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0); 255 s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0); 256 } 257 258 return true; 259 } 260 261 void ImGui_Marmalade_Shutdown() 262 { 263 ImGui_Marmalade_InvalidateDeviceObjects(); 264 } 265 266 void ImGui_Marmalade_NewFrame() 267 { 268 if (!g_FontTexture) 269 ImGui_Marmalade_CreateDeviceObjects(); 270 271 ImGuiIO& io = ImGui::GetIO(); 272 273 // Setup display size (every frame to accommodate for window resizing) 274 int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight(); 275 io.DisplaySize = ImVec2((float)w, (float)h); 276 // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. 277 io.DisplayFramebufferScale = g_scale; 278 279 // Setup time step 280 double current_time = s3eTimerGetUST() / 1000.0f; 281 io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); 282 g_Time = current_time; 283 284 double mouse_x, mouse_y; 285 mouse_x = s3ePointerGetX(); 286 mouse_y = s3ePointerGetY(); 287 io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.) 288 289 for (int i = 0; i < 3; i++) 290 { 291 io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // 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. 292 g_MousePressed[i] = false; 293 } 294 295 // TODO: Hide OS mouse cursor if ImGui is drawing it 296 // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); 297 298 // Show/hide OSD keyboard 299 if (io.WantTextInput) 300 { 301 // Some text input widget is active? 302 if (!g_osdKeyboardEnabled) 303 { 304 g_osdKeyboardEnabled = true; 305 s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard 306 } 307 } 308 else 309 { 310 // No text input widget is active 311 if (g_osdKeyboardEnabled) 312 { 313 g_osdKeyboardEnabled = false; 314 s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard 315 } 316 } 317 }