#include #include #include #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); } float xoff = 0.0f; float yoff = 0.0f; #ifdef RWHALFPIXEL xoff = -0.5; yoff = 0.5; #endif rw::Camera *cam = (rw::Camera*)rw::engine->currentCamera; Im2DVertex *vtx_dst = g_vertbuf; float recipZ = 1.0f/cam->nearPlane; 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++){ vtx_dst[i].setScreenX(vtx_src[i].pos.x + xoff); vtx_dst[i].setScreenY(vtx_src[i].pos.y + yoff); vtx_dst[i].setScreenZ(rw::im2d::GetNearZ()); vtx_dst[i].setCameraZ(cam->nearPlane); vtx_dst[i].setRecipCameraZ(recipZ); 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); vtx_dst[i].setU(vtx_src[i].uv.x, recipZ); vtx_dst[i].setV(vtx_src[i].uv.y, recipZ); } vtx_dst += cmd_list->VtxBuffer.Size; } int vertexAlpha = rw::GetRenderState(rw::VERTEXALPHA); int srcBlend = rw::GetRenderState(rw::SRCBLEND); int dstBlend = rw::GetRenderState(rw::DESTBLEND); int ztest = rw::GetRenderState(rw::ZTESTENABLE); void *tex = rw::GetRenderStatePtr(rw::TEXTURERASTER); int addrU = rw::GetRenderState(rw::TEXTUREADDRESSU); int addrV = rw::GetRenderState(rw::TEXTUREADDRESSV); int filter = rw::GetRenderState(rw::TEXTUREFILTER); int cullmode = rw::GetRenderState(rw::CULLMODE); rw::SetRenderState(rw::VERTEXALPHA, 1); rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA); rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA); rw::SetRenderState(rw::ZTESTENABLE, 0); rw::SetRenderState(rw::CULLMODE, rw::CULLNONE); 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); 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; } rw::SetRenderState(rw::VERTEXALPHA,vertexAlpha); rw::SetRenderState(rw::SRCBLEND, srcBlend); rw::SetRenderState(rw::DESTBLEND, dstBlend); rw::SetRenderState(rw::ZTESTENABLE, ztest); rw::SetRenderStatePtr(rw::TEXTURERASTER, tex); rw::SetRenderState(rw::TEXTUREADDRESSU, addrU); rw::SetRenderState(rw::TEXTUREADDRESSV, addrV); rw::SetRenderState(rw::TEXTUREFILTER, filter); rw::SetRenderState(rw::CULLMODE, cullmode); } bool ImGui_ImplRW_Init(void) { using namespace sk; ImGui::CreateContext(); 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'; 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)); g_FontTexture->setFilter(rw::Texture::LINEAR); 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; 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]; io.KeySuper = false; if(io.WantSetMousePos) 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: c = (uint)(uintptr)param; 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; }