librw/skeleton/imgui/imgui_impl_rw.cpp

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#include <rw.h>
#include <skeleton.h>
#include <assert.h>
#include "imgui/imgui.h"
#include "imgui_impl_rw.h"
using namespace rw::RWDEVICE;
static rw::Texture *g_FontTexture;
static Im2DVertex *g_vertbuf;
static int g_vertbufSize;
void
ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data)
{
ImGuiIO &io = ImGui::GetIO();
// minimized
if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
return;
if(g_vertbuf == nil || g_vertbufSize < draw_data->TotalVtxCount){
if(g_vertbuf){
rwFree(g_vertbuf);
g_vertbuf = nil;
}
g_vertbufSize = draw_data->TotalVtxCount + 5000;
g_vertbuf = rwNewT(Im2DVertex, g_vertbufSize, 0);
}
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float xoff = 0.0f;
float yoff = 0.0f;
#ifdef RWHALFPIXEL
xoff = -0.5;
yoff = 0.5;
#endif
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rw::Camera *cam = (rw::Camera*)rw::engine->currentCamera;
Im2DVertex *vtx_dst = g_vertbuf;
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float recipZ = 1.0f/cam->nearPlane;
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for(int n = 0; n < draw_data->CmdListsCount; n++){
const ImDrawList *cmd_list = draw_data->CmdLists[n];
const ImDrawVert *vtx_src = cmd_list->VtxBuffer.Data;
for(int i = 0; i < cmd_list->VtxBuffer.Size; i++){
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vtx_dst[i].setScreenX(vtx_src[i].pos.x + xoff);
vtx_dst[i].setScreenY(vtx_src[i].pos.y + yoff);
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vtx_dst[i].setScreenZ(rw::im2d::GetNearZ());
vtx_dst[i].setCameraZ(cam->nearPlane);
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vtx_dst[i].setRecipCameraZ(recipZ);
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vtx_dst[i].setColor(vtx_src[i].col&0xFF, vtx_src[i].col>>8 & 0xFF, vtx_src[i].col>>16 & 0xFF, vtx_src[i].col>>24 & 0xFF);
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vtx_dst[i].setU(vtx_src[i].uv.x, recipZ);
vtx_dst[i].setV(vtx_src[i].uv.y, recipZ);
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}
vtx_dst += cmd_list->VtxBuffer.Size;
}
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::SetRenderState(rw::ZTESTENABLE, 0);
int vtx_offset = 0;
for(int n = 0; n < draw_data->CmdListsCount; n++){
const ImDrawList *cmd_list = draw_data->CmdLists[n];
int idx_offset = 0;
for(int i = 0; i < cmd_list->CmdBuffer.Size; i++){
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[i];
if(pcmd->UserCallback)
pcmd->UserCallback(cmd_list, pcmd);
else{
rw::Texture *tex = (rw::Texture*)pcmd->TextureId;
if(tex && tex->raster){
rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
rw::SetRenderState(rw::TEXTUREADDRESSU, tex->getAddressU());
rw::SetRenderState(rw::TEXTUREADDRESSV, tex->getAddressV());
rw::SetRenderState(rw::TEXTUREFILTER, tex->getFilter());
}else
rw::SetRenderStatePtr(rw::TEXTURERASTER, nil);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST,
g_vertbuf+vtx_offset, cmd_list->VtxBuffer.Size,
cmd_list->IdxBuffer.Data+idx_offset, pcmd->ElemCount);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
}
}
bool
ImGui_ImplRW_Init(void)
{
using namespace sk;
ImGuiIO &io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = KEY_PGUP;
io.KeyMap[ImGuiKey_PageDown] = KEY_PGDN;
io.KeyMap[ImGuiKey_Home] = KEY_HOME;
io.KeyMap[ImGuiKey_End] = KEY_END;
io.KeyMap[ImGuiKey_Delete] = KEY_DEL;
io.KeyMap[ImGuiKey_Backspace] = KEY_BACKSP;
io.KeyMap[ImGuiKey_Enter] = KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = KEY_ESC;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplRW_RenderDrawLists;
return true;
}
void
ImGui_ImplRW_Shutdown(void)
{
}
static bool
ImGui_ImplRW_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, nil);
rw::Image *image;
image = rw::Image::create(width, height, 32);
image->allocate();
for(int y = 0; y < height; y++)
memcpy(image->pixels + image->stride*y, pixels + width*4* y, width*4);
g_FontTexture = rw::Texture::create(rw::Raster::createFromImage(image));
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g_FontTexture->setFilter(rw::Texture::LINEAR);
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image->destroy();
// Store our identifier
io.Fonts->TexID = (void*)g_FontTexture;
return true;
}
bool
ImGui_ImplRW_CreateDeviceObjects()
{
// if(!g_pd3dDevice)
// return false;
if(!ImGui_ImplRW_CreateFontsTexture())
return false;
return true;
}
void
ImGui_ImplRW_NewFrame(float timeDelta)
{
if(!g_FontTexture)
ImGui_ImplRW_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize = ImVec2(sk::globals.width, sk::globals.height);
io.DeltaTime = timeDelta;
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io.KeyCtrl = io.KeysDown[sk::KEY_LCTRL] || io.KeysDown[sk::KEY_RCTRL];
io.KeyShift = io.KeysDown[sk::KEY_LSHIFT] || io.KeysDown[sk::KEY_RSHIFT];
io.KeyAlt = io.KeysDown[sk::KEY_LALT] || io.KeysDown[sk::KEY_RALT];
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io.KeySuper = false;
if(io.WantMoveMouse)
sk::SetMousePosition(io.MousePos.x, io.MousePos.y);
ImGui::NewFrame();
}
sk::EventStatus
ImGuiEventHandler(sk::Event e, void *param)
{
using namespace sk;
ImGuiIO &io = ImGui::GetIO();
MouseState *ms;
uint c;
switch(e){
case KEYDOWN:
c = *(int*)param;
if(c < 256)
io.KeysDown[c] = 1;
return EVENTPROCESSED;
case KEYUP:
c = *(int*)param;
if(c < 256)
io.KeysDown[c] = 0;
return EVENTPROCESSED;
case CHARINPUT:
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c = (uint)(uintptr)param;
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io.AddInputCharacter((unsigned short)c);
return EVENTPROCESSED;
case MOUSEMOVE:
ms = (MouseState*)param;
io.MousePos.x = ms->posx;
io.MousePos.y = ms->posy;
return EVENTPROCESSED;
case MOUSEBTN:
ms = (MouseState*)param;
io.MouseDown[0] = !!(ms->buttons & 1);
io.MouseDown[2] = !!(ms->buttons & 2);
io.MouseDown[1] = !!(ms->buttons & 4);
return EVENTPROCESSED;
}
return EVENTPROCESSED;
}