Replaced settings menu with a more powerful ImGUI implementation.
This commit is contained in:
parent
733a7fadda
commit
9e9c000dfd
18 changed files with 19720 additions and 680 deletions
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@ -157,6 +157,12 @@ set(MAIN_HEADERS
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src/sharedmidistate.h
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src/fluid-fun.h
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src/sdl-util.h
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src/imgui/imconfig.h
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src/imgui/imgui.h
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src/imgui/imgui_impl_sdl.h
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src/imgui/stb_rect_pack.h
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src/imgui/stb_textedit.h
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src/imgui/stb_truetype.h
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)
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set(MAIN_SOURCE
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@ -203,6 +209,8 @@ set(MAIN_SOURCE
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src/autotilesvx.cpp
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src/midisource.cpp
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src/fluid-fun.cpp
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src/imgui/imgui.cpp
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src/imgui/imgui_impl_sdl.cpp
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)
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source_group("MKXP Source" FILES ${MAIN_SOURCE} ${MAIN_HEADERS})
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40
src/bundledfont.h
Normal file
40
src/bundledfont.h
Normal file
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@ -0,0 +1,40 @@
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/*
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** bundledfont.h
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2014 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef BUNDLEDFONT_H
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#define BUNDLEDFONT_H
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#define BUNDLED_FONT liberation
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#define BUNDLED_FONT_DECL(FONT) \
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extern unsigned char assets_##FONT##_ttf[]; \
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extern unsigned int assets_##FONT##_ttf_len;
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BUNDLED_FONT_DECL(liberation)
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#define BUNDLED_FONT_D(f) assets_## f ##_ttf
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#define BUNDLED_FONT_L(f) assets_## f ##_ttf_len
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// Go fuck yourself CPP
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#define BNDL_F_D(f) BUNDLED_FONT_D(f)
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#define BNDL_F_L(f) BUNDLED_FONT_L(f)
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#endif
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179
src/config.cpp
179
src/config.cpp
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@ -133,6 +133,7 @@ typedef std::vector<std::string> StringVec;
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namespace po = boost::program_options;
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#define CONF_FILE "mkxp.conf"
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#define CONF_FILE_TMP "mkxp-conf.tmp"
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Config::Config()
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: rgssVersion(0),
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@ -160,6 +161,184 @@ Config::Config()
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SE.sourceCount = 6;
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}
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/* Pre-convert value to string since we don't care about the type at this point anymore */
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static bool updateConfigFileValue(const char *key, const char *value)
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{
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/* Open files for reading and writing */
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std::ifstream confRead;
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confRead.open(CONF_FILE);
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std::ofstream confWrite;
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confWrite.open(CONF_FILE_TMP, std::ofstream::trunc);
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if(confWrite && confRead)
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{
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/* Buffer to store config file lines */
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char buf[512];
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bool valWritten = false;
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while(!confRead.eof())
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{
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/* Get next line */
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confRead.getline(buf, 512);
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if(confRead.fail())
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{
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/* This means we either encountered an empty line,
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/* which is fine, or the line was too big. Maybe
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/* handle the case of long lines in the future? */
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}
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else if(strncmp(buf, key, strlen(key)) == 0)
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{
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/* This is the line we want to overwrite. For now
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/* discard duplicate lines of the same key */
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if(valWritten)
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continue;
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confWrite << key << '=' << value;
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valWritten = true;
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}
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else
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{
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/* Just copy the old line into the new file,
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/* use gcount()-1 to not copy null character
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/* but only if not EOF */
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assert(confRead.gcount() > 0 && confRead.gcount() < 512);
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int trim = confRead.eof() ? 0 : 1;
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confWrite.write(buf, confRead.gcount()-trim);
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}
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if(!confRead.eof())
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confWrite << '\n';
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}
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confRead.close();
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confWrite.close();
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/* Backup old config file and move the new one into place */
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remove(CONF_FILE);
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rename(CONF_FILE_TMP, CONF_FILE);
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return true;
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}
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Debug() << CONF_FILE": Failed to update config file.\n";
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if(confRead.is_open())
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confRead.close();
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if(confWrite.is_open())
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confWrite.close();
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return false;
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}
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bool Config::store(const char *key, int value)
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{
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std::ifstream confFileRead;
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confFileRead.open(CONF_FILE);
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int curValue;
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if(confFileRead)
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{
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/* First read the config file to get the currently stored value
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/* and check whether it's in the config file at all */
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po::options_description podesc;
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po::variables_map vm;
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podesc.add_options()(key, po::value<int>()->required());
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try
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{
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try
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{
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po::store(po::parse_config_file(confFileRead, podesc, true), vm);
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po::notify(vm);
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curValue = vm[key].as<int>();
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}
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catch(po::multiple_occurrences e)
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{
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/* This is fine we're gonna remove the duplicates when storing */
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curValue = ~value;
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}
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if(curValue == value)
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{
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/* We don't need to store anything */
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return true;
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}
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else
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{
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/* Update the relevant config file line */
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char num[21];
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snprintf(num, 21, "%d", value);
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return updateConfigFileValue(key, num);
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}
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} catch (...) {}
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confFileRead.close();
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}
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/* Open file for writing */
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std::ofstream confFileWrite(CONF_FILE, std::ofstream::app);
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if(confFileWrite)
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{
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/* Append new config line */
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confFileWrite << '\n' << key << '=' << value;
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confFileWrite.close();
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return true;
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}
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/* Some error with opening the file occured */
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Debug() << CONF_FILE": Failed to update config file.\n";
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return false;
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}
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bool Config::store(const char *key, bool value)
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{
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std::ifstream confFileRead;
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confFileRead.open(CONF_FILE);
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bool curValue;
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if(confFileRead)
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{
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/* First read the config file to get the currently stored value */
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po::options_description podesc;
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po::variables_map vm;
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podesc.add_options()(key, po::value<bool>()->required());
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try
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{
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try
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{
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po::store(po::parse_config_file(confFileRead, podesc, true), vm);
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po::notify(vm);
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curValue = vm[key].as<bool>();
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}
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catch(po::multiple_occurrences &e)
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{
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/* This is fine we're gonna remove the duplicates when storing */
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curValue = !value;
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}
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if(curValue == value)
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{
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/* We don't need to store anything */
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return true;
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}
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else
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{
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/* Update the relevant config file line */
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return updateConfigFileValue(key, value ? "true" : "false");
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}
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} catch (...) {}
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confFileRead.close();
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}
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/* Open file for writing */
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std::ofstream confFileWrite(CONF_FILE, std::ofstream::app);
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if(confFileWrite)
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{
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/* Append new config line */
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confFileWrite << '\n' << key << '=' << std::boolalpha << value;
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confFileWrite.close();
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return true;
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}
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/* Some error with opening the file occured */
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Debug() << CONF_FILE": Failed to update config file.\n";
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return false;
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}
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void Config::read(int argc, char *argv[])
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{
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#define PO_DESC_ALL \
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@ -94,6 +94,8 @@ struct Config
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Config();
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void read(int argc, char *argv[]);
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bool store(const char* key, int value);
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bool store(const char* key, bool value);
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void readGameINI();
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};
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@ -30,7 +30,6 @@
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#include "sharedstate.h"
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#include "graphics.h"
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#include "settingsmenu.h"
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#include "debugwriter.h"
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#include <string.h>
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@ -47,26 +46,13 @@ EventThread::MouseState EventThread::mouseState =
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0, 0, false, { false }
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};
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/* User event codes */
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enum
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{
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REQUEST_SETFULLSCREEN = 0,
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REQUEST_WINRESIZE,
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REQUEST_MESSAGEBOX,
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REQUEST_SETCURSORVISIBLE,
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UPDATE_FPS,
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EVENT_COUNT
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};
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static uint32_t usrIdStart;
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uint32_t EventThread::UsrIdStart = -1;
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bool EventThread::allocUserEvents()
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{
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usrIdStart = SDL_RegisterEvents(EVENT_COUNT);
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EventThread::UsrIdStart = SDL_RegisterEvents(EVENT_COUNT);
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if (usrIdStart == (uint32_t) -1)
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if (EventThread::UsrIdStart == (uint32_t) -1)
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return false;
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return true;
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@ -74,7 +60,8 @@ bool EventThread::allocUserEvents()
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EventThread::EventThread()
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: fullscreen(false),
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showCursor(false)
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showCursor(false),
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sMenu(0)
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{}
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void EventThread::process(RGSSThreadData &rtData)
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@ -112,8 +99,6 @@ void EventThread::process(RGSSThreadData &rtData)
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bool resetting = false;
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SettingsMenu *sMenu = 0;
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while (true)
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{
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if (!SDL_WaitEvent(&event))
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@ -357,7 +342,7 @@ void EventThread::process(RGSSThreadData &rtData)
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default :
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/* Handle user events */
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switch(event.type - usrIdStart)
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switch(event.type - EventThread::UsrIdStart)
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{
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case REQUEST_SETFULLSCREEN :
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setFullscreen(win, static_cast<bool>(event.user.code));
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@ -419,7 +404,7 @@ void EventThread::cleanup()
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SDL_Event event;
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while (SDL_PollEvent(&event))
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if ((event.type - usrIdStart) == REQUEST_MESSAGEBOX)
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if ((event.type - EventThread::UsrIdStart) == REQUEST_MESSAGEBOX)
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free(event.user.data1);
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}
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@ -458,7 +443,7 @@ void EventThread::requestFullscreenMode(bool mode)
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return;
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SDL_Event event;
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event.type = usrIdStart + REQUEST_SETFULLSCREEN;
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event.type = EventThread::UsrIdStart + REQUEST_SETFULLSCREEN;
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event.user.code = static_cast<Sint32>(mode);
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SDL_PushEvent(&event);
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}
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@ -466,7 +451,7 @@ void EventThread::requestFullscreenMode(bool mode)
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void EventThread::requestWindowResize(int width, int height)
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{
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SDL_Event event;
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event.type = usrIdStart + REQUEST_WINRESIZE;
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event.type = EventThread::UsrIdStart + REQUEST_WINRESIZE;
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event.window.data1 = width;
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event.window.data2 = height;
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SDL_PushEvent(&event);
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@ -475,7 +460,7 @@ void EventThread::requestWindowResize(int width, int height)
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void EventThread::requestShowCursor(bool mode)
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{
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SDL_Event event;
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event.type = usrIdStart + REQUEST_SETCURSORVISIBLE;
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event.type = EventThread::UsrIdStart + REQUEST_SETCURSORVISIBLE;
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event.user.code = mode;
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SDL_PushEvent(&event);
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}
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@ -487,7 +472,7 @@ void EventThread::showMessageBox(const char *body, int flags)
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SDL_Event event;
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event.user.code = flags;
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event.user.data1 = strdup(body);
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event.type = usrIdStart + REQUEST_MESSAGEBOX;
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event.type = EventThread::UsrIdStart + REQUEST_MESSAGEBOX;
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SDL_PushEvent(&event);
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/* Keep repainting screen while box is open */
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@ -508,6 +493,14 @@ bool EventThread::getShowCursor() const
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void EventThread::notifyFrame()
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{
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/* If settings menu is active send it updates to redraw its frames */
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if (sMenu)
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{
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SDL_Event event;
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event.user.type = EventThread::UsrIdStart + UPDATE_POPUP;
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SDL_PushEvent(&event);
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}
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if (!fps.displaying)
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return;
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@ -541,6 +534,6 @@ void EventThread::notifyFrame()
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SDL_Event event;
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event.user.code = avgFPS;
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event.user.type = usrIdStart + UPDATE_FPS;
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event.user.type = EventThread::UsrIdStart + UPDATE_FPS;
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SDL_PushEvent(&event);
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}
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|
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|
@ -26,6 +26,7 @@
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#include "etc-internal.h"
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#include "sdl-util.h"
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#include "keybindings.h"
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#include "settingsmenu.h"
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#include <SDL_scancode.h>
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#include <SDL_joystick.h>
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@ -62,6 +63,7 @@ public:
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};
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|
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static MouseState mouseState;
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static uint32_t UsrIdStart;
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|
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static bool allocUserEvents();
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|
@ -85,6 +87,20 @@ public:
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/* RGSS thread calls this once per frame */
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void notifyFrame();
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|
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/* User event codes */
|
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enum
|
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{
|
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REQUEST_SETFULLSCREEN = 0,
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REQUEST_WINRESIZE,
|
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REQUEST_MESSAGEBOX,
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REQUEST_SETCURSORVISIBLE,
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|
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UPDATE_FPS,
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UPDATE_POPUP,
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|
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EVENT_COUNT
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};
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private:
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void resetInputStates();
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void setFullscreen(SDL_Window *, bool mode);
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|
@ -92,6 +108,7 @@ private:
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bool fullscreen;
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bool showCursor;
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SettingsMenu *sMenu;
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AtomicFlag msgBoxDone;
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|
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struct
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|
|
16
src/font.cpp
16
src/font.cpp
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@ -27,27 +27,13 @@
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#include "boost-hash.h"
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#include "util.h"
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#include "config.h"
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#include "bundledfont.h"
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|
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#include <string>
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||||
#include <utility>
|
||||
|
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#include <SDL_ttf.h>
|
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|
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#define BUNDLED_FONT liberation
|
||||
|
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#define BUNDLED_FONT_DECL(FONT) \
|
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extern unsigned char assets_##FONT##_ttf[]; \
|
||||
extern unsigned int assets_##FONT##_ttf_len;
|
||||
|
||||
BUNDLED_FONT_DECL(liberation)
|
||||
|
||||
#define BUNDLED_FONT_D(f) assets_## f ##_ttf
|
||||
#define BUNDLED_FONT_L(f) assets_## f ##_ttf_len
|
||||
|
||||
// Go fuck yourself CPP
|
||||
#define BNDL_F_D(f) BUNDLED_FONT_D(f)
|
||||
#define BNDL_F_L(f) BUNDLED_FONT_L(f)
|
||||
|
||||
typedef std::pair<std::string, int> FontKey;
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||||
|
||||
static SDL_RWops *openBundledFont()
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||||
|
|
15
src/gl-fun.h
15
src/gl-fun.h
|
@ -73,6 +73,8 @@ typedef void (APIENTRYP _PFNGLDELETESHADERPROC) (GLuint shader);
|
|||
typedef void (APIENTRYP _PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* const* strings, const GLint* lengths);
|
||||
typedef void (APIENTRYP _PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||
typedef void (APIENTRYP _PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (APIENTRYP _PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
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||||
typedef GLint (APIENTRYP _PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar * name);
|
||||
typedef void (APIENTRYP _PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint* param);
|
||||
typedef void (APIENTRYP _PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
|
||||
|
||||
|
@ -110,6 +112,11 @@ typedef void (APIENTRYP _PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
|
|||
typedef void (APIENTRYP _PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
|
||||
typedef void (APIENTRYP _PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
||||
|
||||
/* Map/Unmap buffer */
|
||||
typedef void * (APIENTRYP _PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
|
||||
typedef GLboolean (APIENTRYP _PFNGLUNMAPBUFFERPROC) (GLenum target);
|
||||
typedef void (APIENTRYP _PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
|
||||
|
||||
#ifdef GLES2_HEADER
|
||||
#define GL_NUM_EXTENSIONS 0x821D
|
||||
#define GL_READ_FRAMEBUFFER 0x8CA8
|
||||
|
@ -153,6 +160,8 @@ typedef void (APIENTRYP _PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
|||
GL_FUN(ShaderSource, _PFNGLSHADERSOURCEPROC) \
|
||||
GL_FUN(CompileShader, _PFNGLCOMPILESHADERPROC) \
|
||||
GL_FUN(AttachShader, _PFNGLATTACHSHADERPROC) \
|
||||
GL_FUN(DetachShader, _PFNGLDETACHSHADERPROC) \
|
||||
GL_FUN(GetAttribLocation, _PFNGLGETATTRIBLOCATIONPROC) \
|
||||
GL_FUN(GetShaderiv, _PFNGLGETSHADERIVPROC) \
|
||||
GL_FUN(GetShaderInfoLog, _PFNGLGETSHADERINFOLOGPROC) \
|
||||
/* Program */ \
|
||||
|
@ -173,7 +182,11 @@ typedef void (APIENTRYP _PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
|||
GL_FUN(BindAttribLocation, _PFNGLBINDATTRIBLOCATIONPROC) \
|
||||
GL_FUN(EnableVertexAttribArray, _PFNGLENABLEVERTEXATTRIBARRAYPROC) \
|
||||
GL_FUN(DisableVertexAttribArray, _PFNGLDISABLEVERTEXATTRIBARRAYPROC) \
|
||||
GL_FUN(VertexAttribPointer, _PFNGLVERTEXATTRIBPOINTERPROC)
|
||||
GL_FUN(VertexAttribPointer, _PFNGLVERTEXATTRIBPOINTERPROC) \
|
||||
/* Map/Unmap buffer */ \
|
||||
GL_FUN(MapBuffer, _PFNGLMAPBUFFERPROC) \
|
||||
GL_FUN(UnmapBuffer, _PFNGLUNMAPBUFFERPROC) \
|
||||
GL_FUN(DrawArrays, _PFNGLDRAWARRAYSPROC)
|
||||
|
||||
#define GL_FBO_FUN \
|
||||
/* Framebuffer object */ \
|
||||
|
|
21
src/imgui/LICENSE
Normal file
21
src/imgui/LICENSE
Normal file
|
@ -0,0 +1,21 @@
|
|||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
56
src/imgui/imconfig.h
Normal file
56
src/imgui/imconfig.h
Normal file
|
@ -0,0 +1,56 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// USER IMPLEMENTATION
|
||||
// This file contains compile-time options for ImGui.
|
||||
// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_INL
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
|
||||
|
||||
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
|
||||
#define IMGUI_DISABLE_TEST_WINDOWS
|
||||
|
||||
//---- Don't define obsolete functions names
|
||||
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Implement STB libraries in a namespace to avoid conflicts
|
||||
#define IMGUI_STB_NAMESPACE ImStb
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Freely implement extra functions within the ImGui:: namespace.
|
||||
//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
|
||||
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
|
||||
void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
|
||||
}
|
||||
*/
|
||||
|
13007
src/imgui/imgui.cpp
Normal file
13007
src/imgui/imgui.cpp
Normal file
File diff suppressed because it is too large
Load diff
1175
src/imgui/imgui.h
Normal file
1175
src/imgui/imgui.h
Normal file
File diff suppressed because it is too large
Load diff
362
src/imgui/imgui_impl_sdl.cpp
Normal file
362
src/imgui/imgui_impl_sdl.cpp
Normal file
|
@ -0,0 +1,362 @@
|
|||
// ImGui SDL2 binding with OpenGL
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include "gl-fun.h"
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui/imgui_impl_sdl.h"
|
||||
|
||||
// Data
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static int g_VboSize = 0;
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
// If text or lines are blurry when integrating ImGui in your engine:
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
static void ImGui_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
GLint last_program, last_texture;
|
||||
gl.GetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
gl.GetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
gl.Enable(GL_BLEND);
|
||||
gl.BlendEquation(GL_FUNC_ADD);
|
||||
gl.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl.Disable(GL_CULL_FACE);
|
||||
gl.Disable(GL_DEPTH_TEST);
|
||||
gl.Enable(GL_SCISSOR_TEST);
|
||||
gl.ActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
const float width = ImGui::GetIO().DisplaySize.x;
|
||||
const float height = ImGui::GetIO().DisplaySize.y;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
||||
};
|
||||
gl.UseProgram(g_ShaderHandle);
|
||||
gl.Uniform1i(g_AttribLocationTex, 0);
|
||||
gl.UniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
// Grow our buffer according to what we need
|
||||
int total_vtx_count = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||
gl.BindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
int needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (g_VboSize < needed_vtx_size)
|
||||
{
|
||||
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
|
||||
gl.BufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
unsigned char* buffer_data = (unsigned char*)gl.MapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
if (!buffer_data)
|
||||
return;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
|
||||
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
|
||||
}
|
||||
gl.UnmapBuffer(GL_ARRAY_BUFFER);
|
||||
gl.BindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
gl.BindVertexArray(g_VaoHandle);
|
||||
|
||||
int cmd_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
int vtx_offset = cmd_offset;
|
||||
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
||||
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
|
||||
{
|
||||
if (pcmd->user_callback)
|
||||
{
|
||||
pcmd->user_callback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.BindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
gl.Scissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
|
||||
gl.DrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
}
|
||||
cmd_offset = vtx_offset;
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
gl.BindVertexArray(0);
|
||||
gl.UseProgram(last_program);
|
||||
gl.Disable(GL_SCISSOR_TEST);
|
||||
gl.BindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplSdl_GetClipboardText()
|
||||
{
|
||||
return SDL_GetClipboardText();
|
||||
}
|
||||
|
||||
static void ImGui_ImplSdl_SetClipboardText(const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdl_ProcessEvent(const SDL_Event &event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event.wheel.y > 0)
|
||||
g_MouseWheel = 1;
|
||||
if (event.wheel.y < 0)
|
||||
g_MouseWheel = -1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
||||
if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
||||
if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
const char * text = event.text.text;
|
||||
for(int i=0; i<16; i++)
|
||||
{
|
||||
char key = text[i];
|
||||
if(key>31 && key<256)
|
||||
{
|
||||
io.AddInputCharacter(key);
|
||||
}
|
||||
|
||||
if(key == '\0')
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = SDL_GetScancodeFromKey(event.key.keysym.sym);
|
||||
io.KeysDown[key] = (event.type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdl_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
gl.GenTextures(1, &g_FontTexture);
|
||||
gl.BindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdl_CreateDeviceObjects()
|
||||
{
|
||||
const GLchar *vertex_shader =
|
||||
"#version 130\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader =
|
||||
"#version 130\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
g_ShaderHandle = gl.CreateProgram();
|
||||
g_VertHandle = gl.CreateShader(GL_VERTEX_SHADER);
|
||||
g_FragHandle = gl.CreateShader(GL_FRAGMENT_SHADER);
|
||||
gl.ShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
||||
gl.ShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
||||
gl.CompileShader(g_VertHandle);
|
||||
gl.CompileShader(g_FragHandle);
|
||||
gl.AttachShader(g_ShaderHandle, g_VertHandle);
|
||||
gl.AttachShader(g_ShaderHandle, g_FragHandle);
|
||||
gl.LinkProgram(g_ShaderHandle);
|
||||
|
||||
g_AttribLocationTex = gl.GetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = gl.GetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = gl.GetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = gl.GetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = gl.GetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
gl.GenBuffers(1, &g_VboHandle);
|
||||
|
||||
gl.GenVertexArrays(1, &g_VaoHandle);
|
||||
gl.BindVertexArray(g_VaoHandle);
|
||||
gl.BindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
gl.EnableVertexAttribArray(g_AttribLocationPosition);
|
||||
gl.EnableVertexAttribArray(g_AttribLocationUV);
|
||||
gl.EnableVertexAttribArray(g_AttribLocationColor);
|
||||
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
gl.VertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
||||
gl.VertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
||||
gl.VertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
||||
#undef OFFSETOF
|
||||
gl.BindVertexArray(0);
|
||||
gl.BindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
ImGui_ImplSdl_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdl_Init(SDL_Window *window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDLK_a;
|
||||
io.KeyMap[ImGuiKey_C] = SDLK_c;
|
||||
io.KeyMap[ImGuiKey_V] = SDLK_v;
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
|
||||
io.IniFilename = "";
|
||||
io.LogFilename = "";
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;
|
||||
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplSdl_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
|
||||
// Setup time step
|
||||
Uint32 time = SDL_GetTicks();
|
||||
double current_time = time / 1000.0;
|
||||
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 gl.fw callbacks polled in gl.fwPollEvents())
|
||||
int mx, my;
|
||||
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
else
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void ImGui_ImplSdl_Shutdown()
|
||||
{
|
||||
if (g_VaoHandle) gl.DeleteVertexArrays(1, &g_VaoHandle);
|
||||
if (g_VboHandle) gl.DeleteBuffers(1, &g_VboHandle);
|
||||
g_VaoHandle = 0;
|
||||
g_VboHandle = 0;
|
||||
|
||||
gl.DetachShader(g_ShaderHandle, g_VertHandle);
|
||||
gl.DeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
gl.DetachShader(g_ShaderHandle, g_FragHandle);
|
||||
gl.DeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
gl.DeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
if (g_FontTexture)
|
||||
{
|
||||
gl.DeleteTextures(1, &g_FontTexture);
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
g_VboSize = 0;
|
||||
|
||||
ImGui::Shutdown();
|
||||
}
|
11
src/imgui/imgui_impl_sdl.h
Normal file
11
src/imgui/imgui_impl_sdl.h
Normal file
|
@ -0,0 +1,11 @@
|
|||
// ImGui SDL2 binding with OpenGL
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
bool ImGui_ImplSdl_Init(SDL_Window *window);
|
||||
void ImGui_ImplSdl_Shutdown();
|
||||
void ImGui_ImplSdl_NewFrame(SDL_Window *window);
|
||||
bool ImGui_ImplSdl_ProcessEvent(const SDL_Event &event);
|
||||
bool ImGui_ImplSdl_CreateDeviceObjects();
|
547
src/imgui/stb_rect_pack.h
Normal file
547
src/imgui/stb_rect_pack.h
Normal file
|
@ -0,0 +1,547 @@
|
|||
// stb_rect_pack.h - v0.05 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
typedef int stbrp_coord;
|
||||
#else
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#include <stdlib.h>
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||
#endif
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
context->extra[1].y = (1<<30);
|
||||
#else
|
||||
context->extra[1].y = 65535;
|
||||
#endif
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
(void)c;
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height < c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
stbrp_node *L1 = NULL, *L2 = NULL;
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
L1 = cur;
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
L2 = cur;
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
stbrp_rect *p = (stbrp_rect *) a;
|
||||
stbrp_rect *q = (stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int rect_width_compare(const void *a, const void *b)
|
||||
{
|
||||
stbrp_rect *p = (stbrp_rect *) a;
|
||||
stbrp_rect *q = (stbrp_rect *) b;
|
||||
if (p->w > q->w)
|
||||
return -1;
|
||||
if (p->w < q->w)
|
||||
return 1;
|
||||
return (p->h > q->h) ? -1 : (p->h < q->h);
|
||||
}
|
||||
|
||||
static int rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
stbrp_rect *p = (stbrp_rect *) a;
|
||||
stbrp_rect *q = (stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
#define STBRP__MAXVAL 0xffffffff
|
||||
#else
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
|
||||
#endif
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
qsort(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
qsort(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags
|
||||
for (i=0; i < num_rects; ++i)
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
}
|
||||
#endif
|
1254
src/imgui/stb_textedit.h
Normal file
1254
src/imgui/stb_textedit.h
Normal file
File diff suppressed because it is too large
Load diff
2672
src/imgui/stb_truetype.h
Normal file
2672
src/imgui/stb_truetype.h
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
Loading…
Add table
Reference in a new issue