// ImGui Marmalade binding with IwGx // Copyright (C) 2015 by Giovanni Zito // This file is part of ImGui // https://github.com/ocornut/imgui #include <imgui.h> #include "imgui_impl_marmalade.h" #include <s3eClipboard.h> #include <s3ePointer.h> #include <s3eKeyboard.h> #include <IwTexture.h> #include <IwGx.h> // Data static double g_Time = 0.0f; static bool g_MousePressed[3] = { false, false, false }; static float g_MouseWheel = 0.0f; static CIwTexture* g_FontTexture = 0; static int g_KeyboardGetCharAvailable = 0 ; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) { // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) ImGuiIO& io = ImGui::GetIO(); float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Render command lists for(int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); int nVert = cmd_list->VtxBuffer.size() ; CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ; CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ; CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ; for( int i=0; i < nVert; i++ ) { pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x ; pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y ; pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ; pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ; pColStream[i] = cmd_list->VtxBuffer[i].col ; } IwGxSetVertStreamScreenSpace(pVertStream,nVert) ; IwGxSetUVStream(pUVStream) ; IwGxSetColStream(pColStream,nVert) ; IwGxSetNormStream(0) ; for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if(pcmd->UserCallback) { pcmd->UserCallback(cmd_list,pcmd); } else { CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ; pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ; pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ; pCurrentMaterial->SetFiltering(false) ; pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ; pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ; IwGxSetMaterial(pCurrentMaterial) ; IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ; } idx_buffer += pcmd->ElemCount; } IwGxFlush() ; } // TODO restore modified state (i.e. mvp matrix) } static const char* ImGui_Marmalade_GetClipboardText() { static char clipBuf[512] ; if(s3eClipboardAvailable()) { s3eClipboardGetText( clipBuf, 512 ); } else { clipBuf[0] = '\0' ; } return clipBuf ; } static void ImGui_Marmalade_SetClipboardText(const char* text) { if( s3eClipboardAvailable() ) { s3eClipboardSetText(text); } } int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData) { // pEvent->m_Button is of type s3ePointerButton and indicates which mouse // button was pressed. For touchscreens this should always have the value // S3E_POINTER_BUTTON_SELECT s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ; if(pEvent->m_Pressed==1) { if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) { g_MousePressed[0] = true; } if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) { g_MousePressed[1] = true; } if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) { g_MousePressed[2] = true; } if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) { g_MouseWheel += pEvent->m_y ; } if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) { g_MouseWheel += pEvent->m_y ; } } return 0; } //void ImGui_Marmalade_ScrollCallback(GLFWwindow*,double /*xoffset*/,double yoffset) //{ // g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. //} int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData) { ImGuiIO& io = ImGui::GetIO(); s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ; if( e->m_Pressed == 1 ) { io.KeysDown[e->m_Key] = true; } if(e->m_Pressed == 0) { io.KeysDown[e->m_Key] = false; } io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ; io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ; io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ; return 0 ; } int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData) { ImGuiIO& io = ImGui::GetIO(); s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ; if( (e->m_Char > 0 && e->m_Char < 0x10000) && io.WantTextInput ) { io.AddInputCharacter((unsigned short)e->m_Char); } return 0 ; } bool ImGui_Marmalade_CreateDeviceObjects() { ImGuiIO& io = ImGui::GetIO(); // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Create texture g_FontTexture = new CIwTexture() ; g_FontTexture->SetModifiable(true) ; CIwImage& image = g_FontTexture->GetImage() ; image.SetFormat(CIwImage::Format::ARGB_8888) ; image.SetWidth(width) ; image.SetHeight(height) ; image.SetBuffers(); // allocates and own buffers image.ReadTexels(pixels) ; g_FontTexture->SetMipMapping(false) ; g_FontTexture->SetFiltering(false) ; g_FontTexture->Upload() ; // Store the pointer io.Fonts->TexID = (void *)g_FontTexture; // Cleanup (don't clear the input data if you want to append new fonts later) io.Fonts->ClearInputData(); io.Fonts->ClearTexData(); return true; } void ImGui_Marmalade_InvalidateDeviceObjects() { if (g_FontTexture) { delete g_FontTexture ; ImGui::GetIO().Fonts->TexID = 0; g_FontTexture = 0; } } bool ImGui_Marmalade_Init( bool install_callbacks) { IwGxInit() ; ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; io.KeyMap[ImGuiKey_Home] = s3eKeyHome; io.KeyMap[ImGuiKey_End] = s3eKeyEnd; io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; io.KeyMap[ImGuiKey_A] = s3eKeyA; io.KeyMap[ImGuiKey_C] = s3eKeyC; io.KeyMap[ImGuiKey_V] = s3eKeyV; io.KeyMap[ImGuiKey_X] = s3eKeyX; io.KeyMap[ImGuiKey_Y] = s3eKeyY; io.KeyMap[ImGuiKey_Z] = s3eKeyZ; io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; if (install_callbacks) { s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ; s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ; // enable KEYBOARD_GET_CHAR s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ; g_KeyboardGetCharAvailable = s3eKeyboardGetInt(S3E_KEYBOARD_GET_CHAR) ; if( g_KeyboardGetCharAvailable ) { s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ; } } return true; } void ImGui_Marmalade_Shutdown() { ImGui_Marmalade_InvalidateDeviceObjects(); ImGui::Shutdown(); IwGxTerminate(); } void ImGui_Marmalade_NewFrame() { if (!g_FontTexture) ImGui_Marmalade_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ; io.DisplaySize = ImVec2((float)w, (float)h); // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. io.DisplayFramebufferScale = ImVec2((float)1.0f, (float)1.0f); // Setup time step double current_time = s3eTimerGetUST() / 1000.0f ; io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); g_Time = current_time; // Setup inputs // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) //if ( gui_has_focus() ) //{ double mouse_x, mouse_y; mouse_x = s3ePointerGetX(); mouse_y = s3ePointerGetY(); io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) //} //else //{ // io.MousePos = ImVec2(-1,-1); //} for (int i = 0; i < 3; i++) { 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. g_MousePressed[i] = false; } io.MouseWheel = g_MouseWheel; g_MouseWheel = 0.0f; // Hide OS mouse cursor if ImGui is drawing it // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); // Start the frame ImGui::NewFrame(); }