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			312 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			312 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui Renderer + Platform Binding for: Marmalade + IwGx
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| 
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| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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| 
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| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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| // https://github.com/ocornut/imgui
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| 
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| // Copyright (C) 2015 by Giovanni Zito
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| // This file is part of ImGui
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| 
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| // CHANGELOG
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| // (minor and older changes stripped away, please see git history for details)
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| //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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| //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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| //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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| 
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| #include "imgui.h"
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| #include "imgui_impl_marmalade.h"
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| 
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| #include <s3eClipboard.h>
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| #include <s3ePointer.h>
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| #include <s3eKeyboard.h>
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| #include <IwTexture.h>
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| #include <IwGx.h>
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| 
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| // Data
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| static double       g_Time = 0.0f;
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| static bool         g_MousePressed[3] = { false, false, false };
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| static CIwTexture*  g_FontTexture = NULL;
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| static char*        g_ClipboardText = NULL;
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| static bool         g_osdKeyboardEnabled = false;
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| 
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| // use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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| static ImVec2       g_RenderScale = ImVec2(1.0f,1.0f);
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| 
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| // Render function.
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| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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| void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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| {
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|     // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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|     ImGuiIO& io = ImGui::GetIO();
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|     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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| 
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|     // Render command lists
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|     for(int n = 0; n < draw_data->CmdListsCount; n++)
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|     {
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|         const ImDrawList* cmd_list = draw_data->CmdLists[n];
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|         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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|         const int nVert = cmd_list->VtxBuffer.Size;
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|         CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
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|         CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
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|         CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
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| 
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|         for( int i=0; i < nVert; i++ )
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|         {
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|             // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
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|             pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
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|             pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
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|             pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
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|             pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
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|             pColStream[i] = cmd_list->VtxBuffer[i].col;
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|         }
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| 
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|         IwGxSetVertStreamScreenSpace(pVertStream, nVert);
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|         IwGxSetUVStream(pUVStream);
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|         IwGxSetColStream(pColStream, nVert);
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|         IwGxSetNormStream(0);
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| 
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|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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|         {
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|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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|             if (pcmd->UserCallback)
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|             {
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|                 pcmd->UserCallback(cmd_list, pcmd);
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|             }
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|             else
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|             {
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|                 CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
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|                 pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
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|                 pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
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|                 pCurrentMaterial->SetFiltering(false);
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|                 pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
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|                 pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
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|                 pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
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|                 pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
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|                 IwGxSetMaterial(pCurrentMaterial);
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|                 IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
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|             }
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|             idx_buffer += pcmd->ElemCount;
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|         }
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|         IwGxFlush();
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|     }
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| 
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|     // TODO: restore modified state (i.e. mvp matrix)
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| }
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| 
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| static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
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| {
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|     if (!s3eClipboardAvailable())
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|         return NULL;
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| 
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|     if (int size = s3eClipboardGetText(NULL, 0))
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|     {
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|         if (g_ClipboardText)
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|             delete[] g_ClipboardText;
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|         g_ClipboardText = new char[size];
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|         g_ClipboardText[0] = '\0';
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|         s3eClipboardGetText(g_ClipboardText, size);
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|     }
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| 
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|     return g_ClipboardText;
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| }
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| 
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| static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
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| {
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|     if (s3eClipboardAvailable())
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|         s3eClipboardSetText(text);
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| }
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| 
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| int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
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| {
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|     // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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|     // button was pressed.  For touchscreen this should always have the value
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|     // S3E_POINTER_BUTTON_SELECT
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|     s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
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| 
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|     if (pEvent->m_Pressed == 1)
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|     {
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|         if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
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|             g_MousePressed[0] = true;
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|         if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
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|             g_MousePressed[1] = true;
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|         if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
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|             g_MousePressed[2] = true;
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|         if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
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|             io.MouseWheel += pEvent->m_y;
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|         if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
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|             io.MouseWheel += pEvent->m_y;
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|     }
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| 
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|     return 0;
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| }
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| 
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| int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
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|     if (e->m_Pressed == 1)
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|         io.KeysDown[e->m_Key] = true;
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|     if (e->m_Pressed == 0)
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|         io.KeysDown[e->m_Key] = false;
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| 
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|     io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
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|     io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
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|     io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
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|     io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
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| 
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|     return 0;
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| }
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| 
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| int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
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|     if ((e->m_Char > 0 && e->m_Char < 0x10000))
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|         io.AddInputCharacter((unsigned short)e->m_Char);
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| 
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|     return 0;
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| }
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| 
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| bool ImGui_Marmalade_CreateDeviceObjects()
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| {
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|     // Build texture atlas
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|     ImGuiIO& io = ImGui::GetIO();
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|     unsigned char* pixels;
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|     int width, height;
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|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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| 
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|     // Upload texture to graphics system
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|     g_FontTexture = new CIwTexture();
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|     g_FontTexture->SetModifiable(true);
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|     CIwImage& image = g_FontTexture->GetImage();
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|     image.SetFormat(CIwImage::ARGB_8888);
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|     image.SetWidth(width);
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|     image.SetHeight(height);
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|     image.SetBuffers();                                    // allocates and own buffers
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|     image.ReadTexels(pixels);
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|     g_FontTexture->SetMipMapping(false);
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|     g_FontTexture->SetFiltering(false);
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|     g_FontTexture->Upload();
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| 
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|     // Store our identifier
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|     io.Fonts->TexID = (void *)g_FontTexture;
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| 
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|     return true;
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| }
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| 
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| void    ImGui_Marmalade_InvalidateDeviceObjects()
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| {
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|     if (g_ClipboardText)
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|     {
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|         delete[] g_ClipboardText;
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|         g_ClipboardText = NULL;
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|     }
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| 
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|     if (g_FontTexture)
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|     {
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|         delete g_FontTexture;
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|         ImGui::GetIO().Fonts->TexID = 0;
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|         g_FontTexture = NULL;
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|     }
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| }
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| 
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| bool    ImGui_Marmalade_Init(bool install_callbacks)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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|     io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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|     io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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|     io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
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|     io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
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|     io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
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|     io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
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|     io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
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|     io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
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|     io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
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|     io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
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|     io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
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|     io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
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|     io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
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|     io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
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|     io.KeyMap[ImGuiKey_A] = s3eKeyA;
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|     io.KeyMap[ImGuiKey_C] = s3eKeyC;
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|     io.KeyMap[ImGuiKey_V] = s3eKeyV;
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|     io.KeyMap[ImGuiKey_X] = s3eKeyX;
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|     io.KeyMap[ImGuiKey_Y] = s3eKeyY;
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|     io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
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| 
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|     io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
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|     io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
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| 
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|     if (install_callbacks)
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|     {
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|         s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
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|         s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
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|         s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
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|     }
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| 
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|     return true;
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| }
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| 
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| void ImGui_Marmalade_Shutdown()
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| {
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|     ImGui_Marmalade_InvalidateDeviceObjects();
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| }
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| 
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| void ImGui_Marmalade_NewFrame()
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| {
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|     if (!g_FontTexture)
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|         ImGui_Marmalade_CreateDeviceObjects();
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| 
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|     ImGuiIO& io = ImGui::GetIO();
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| 
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|     // Setup display size (every frame to accommodate for window resizing)
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|     int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
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|     io.DisplaySize = ImVec2((float)w, (float)h);
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|      // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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|     io.DisplayFramebufferScale = g_scale;
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| 
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|     // Setup time step
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|     double current_time = s3eTimerGetUST() / 1000.0f;
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|     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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|     g_Time = current_time;
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| 
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|     double mouse_x, mouse_y;
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|     mouse_x = s3ePointerGetX();
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|     mouse_y = s3ePointerGetY();
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|     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.)
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| 
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|     for (int i = 0; i < 3; i++)
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|     {
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|         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.
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|         g_MousePressed[i] = false;
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|     }
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| 
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|     // TODO: Hide OS mouse cursor if ImGui is drawing it
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|     // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
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| 
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|      // Show/hide OSD keyboard
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|     if (io.WantTextInput)
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|     {
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|         // Some text input widget is active?
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|         if (!g_osdKeyboardEnabled)
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|         {
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|             g_osdKeyboardEnabled = true;
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|             s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1);    // show OSD keyboard
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|         }
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|     }
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|     else
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|     {
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|         // No text input widget is active
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|         if (g_osdKeyboardEnabled)
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|         {
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|             g_osdKeyboardEnabled = false;
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|             s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0);    // hide OSD keyboard
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|         }
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|     }
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| }
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