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/*
* The imgui adxe backend
* refer to
* a . https : //github.com/ocornut/imgui/blob/835a5344b01e79aca479e95fa9d36fb5fdef3d14/backends/imgui_impl_glfw.cpp
* b . https : //github.com/Xrysnow/cocos2d-x-imgui/blob/master/imgui_impl_cocos2dx.cpp
*/
# include "imgui_impl_adxe.h"
# include "cocos2d.h"
# include "renderer/backend/Backend.h"
# include <functional>
// clang-format off
//
// GLFW
# include <GLFW/glfw3.h>
# ifdef _WIN32
# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# include <GLFW/glfw3native.h> // for glfwGetWin32Window
# endif
# define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
# define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
# define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
# define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
# define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
# define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
# define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
# define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
# define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
# ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
# define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
# else
# define GLFW_HAS_NEW_CURSORS (0)
# endif
# ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
# define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
# else
# define GLFW_HAS_MOUSE_PASSTHROUGH (0)
# endif
// clang-format on
using namespace cocos2d ;
using namespace backend ;
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# define CC_PTR_CAST(v, pointer_type) reinterpret_cast<pointer_type>(v)
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// TODO: mac metal
# if (defined(CC_USE_GL) || defined(CC_USE_GLES))
# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 1
# else
# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 0
# endif
// fps macro
# define CC_IMGUI_DEFAULT_DELTA (1 / 60.f)
# define CC_IMGUI_MIN_DELTA (1 / 1000.f)
# define CC_IMGUI_MAX_DELTA (1 / 30.f)
// ADXE data
constexpr IndexFormat IMGUI_INDEX_FORMAT = sizeof ( ImDrawIdx ) = = 2 ? IndexFormat : : U_SHORT : IndexFormat : : U_INT ;
struct ProgramInfoData
{
Program * program = nullptr ;
// Uniforms location
UniformLocation texture { } ;
UniformLocation projection { } ;
// Vertex attributes location
int position = 0 ;
int uv = 0 ;
int color = 0 ;
VertexLayout layout { } ;
} ;
struct SavedRenderStateData
{
backend : : CullMode cull { } ;
Viewport vp { } ;
ScissorRect scissorRect { } ;
bool scissorTest { } ;
bool depthTest { } ;
} ;
struct ImGui_ImplAdxe_Data
{
GLFWwindow * Window ;
// GlfwClientApi ClientApi;
double Time { } ;
GLFWwindow * MouseWindow { } ;
bool MouseJustPressed [ ImGuiMouseButton_COUNT ] = { 0 } ;
GLFWcursor * MouseCursors [ ImGuiMouseCursor_COUNT ] = { 0 } ;
GLFWwindow * KeyOwnerWindows [ 512 ] = { 0 } ;
bool InstalledCallbacks { } ;
bool WantUpdateMonitors { } ;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus { } ;
GLFWcursorenterfun PrevUserCallbackCursorEnter { } ;
GLFWmousebuttonfun PrevUserCallbackMousebutton { } ;
GLFWscrollfun PrevUserCallbackScroll { } ;
GLFWkeyfun PrevUserCallbackKey { } ;
GLFWcharfun PrevUserCallbackChar { } ;
GLFWmonitorfun PrevUserCallbackMonitor { } ;
std : : chrono : : steady_clock : : time_point LastFrameTime { } ;
ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr ;
void * LoadCustomFontUserData = nullptr ;
ProgramInfoData ProgramInfo { } ;
ProgramInfoData ProgramFontInfo { } ;
bool FontDeviceObjectsDirty = false ;
Texture2D * FontTexture = nullptr ;
Mat4 Projection ;
std : : vector < std : : shared_ptr < CallbackCommand > > CallbackCommands { } ;
std : : vector < std : : shared_ptr < CustomCommand > > CustomCommands { } ;
Vector < ProgramState * > ProgramStates { } ;
SavedRenderStateData SavedRenderState { } ;
} ;
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple
// windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register
// your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then
// call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little
// bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplAdxe_Data * ImGui_ImplAdxe_GetBackendData ( )
{
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return ImGui : : GetCurrentContext ( ) ? reinterpret_cast < ImGui_ImplAdxe_Data * > ( ImGui : : GetIO ( ) . BackendPlatformUserData )
: nullptr ;
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}
// Forward Declarations
static void ImGui_ImplGlfw_InitPlatformInterface ( ) ;
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( ) ;
static void ImGui_ImplGlfw_UpdateMonitors ( ) ;
static bool ImGui_ImplAdxe_createShaderPrograms ( ) ;
static void AddRendererCommand ( const std : : function < void ( ) > & f )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
auto cmd = std : : make_shared < CallbackCommand > ( ) ;
cmd - > init ( 0.f ) ;
cmd - > func = f ;
renderer - > addCommand ( cmd . get ( ) ) ;
bd - > CallbackCommands . push_back ( cmd ) ;
}
static void ImGui_ImplAdxe_SaveRenderState ( cocos2d : : Renderer * renderer )
{
AddRendererCommand ( [ renderer ] ( ) {
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
bd - > SavedRenderState . cull = renderer - > getCullMode ( ) ;
bd - > SavedRenderState . vp = renderer - > getViewport ( ) ;
bd - > SavedRenderState . scissorTest = renderer - > getScissorTest ( ) ;
bd - > SavedRenderState . scissorRect = renderer - > getScissorRect ( ) ;
bd - > SavedRenderState . depthTest = renderer - > getDepthTest ( ) ;
} ) ;
}
static void ImGui_ImplAdxe_SetupRenderState ( cocos2d : : Renderer * renderer ,
ImDrawData * draw_data ,
int fb_width ,
int fb_height )
{
AddRendererCommand ( [ = ] ( ) {
renderer - > setCullMode ( backend : : CullMode : : NONE ) ;
renderer - > setDepthTest ( false ) ;
renderer - > setScissorTest ( true ) ;
renderer - > setViewPort ( 0 , 0 , fb_width , fb_height ) ;
} ) ;
const auto L = draw_data - > DisplayPos . x ;
const auto R = draw_data - > DisplayPos . x + draw_data - > DisplaySize . x ;
const auto T = draw_data - > DisplayPos . y ;
const auto B = draw_data - > DisplayPos . y + draw_data - > DisplaySize . y ;
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
Mat4 : : createOrthographicOffCenter ( L , R , B , T , - 1.f , 1.f , & bd - > Projection ) ;
}
static void ImGui_ImplAdxe_RestoreRenderState ( cocos2d : : Renderer * renderer )
{
AddRendererCommand ( [ renderer ] ( ) {
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
renderer - > setCullMode ( bd - > SavedRenderState . cull ) ;
auto & vp = bd - > SavedRenderState . vp ;
renderer - > setViewPort ( vp . x , vp . y , vp . w , vp . h ) ;
renderer - > setScissorTest ( bd - > SavedRenderState . scissorTest ) ;
auto & sc = bd - > SavedRenderState . scissorRect ;
renderer - > setScissorRect ( sc . x , sc . y , sc . width , sc . height ) ;
renderer - > setDepthTest ( bd - > SavedRenderState . depthTest ) ;
// apply raster state
renderer - > beginRenderPass ( ) ;
renderer - > endRenderPass ( ) ;
} ) ;
}
void ImGui_ImplAdxe_RenderDrawData ( ImDrawData * draw_data )
{
// Avoid rendering when minimized, scale coordinates for retina displays
// (screen coordinates != framebuffer coordinates)
int fb_width = ( int ) ( draw_data - > DisplaySize . x * draw_data - > FramebufferScale . x ) ;
int fb_height = ( int ) ( draw_data - > DisplaySize . y * draw_data - > FramebufferScale . y ) ;
if ( fb_width < = 0 | | fb_height < = 0 )
return ;
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
ImGui_ImplAdxe_SaveRenderState ( renderer ) ;
ImGui_ImplAdxe_SetupRenderState ( renderer , draw_data , fb_width , fb_height ) ;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data - > DisplayPos ; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data - > FramebufferScale ; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
size_t ibuffer_offset = 0 ;
// Upload vertex/index buffers
const auto vsize = cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) ;
IM_ASSERT ( vsize > 0 ) ;
auto vbuffer = backend : : Device : : getInstance ( ) - > newBuffer ( vsize , BufferType : : VERTEX , BufferUsage : : STATIC ) ;
vbuffer - > autorelease ( ) ;
vbuffer - > updateData ( cmd_list - > VtxBuffer . Data , vsize ) ;
const auto isize = cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) ;
IM_ASSERT ( isize > 0 ) ;
auto ibuffer = backend : : Device : : getInstance ( ) - > newBuffer ( isize , BufferType : : INDEX , BufferUsage : : STATIC ) ;
ibuffer - > autorelease ( ) ;
ibuffer - > updateData ( cmd_list - > IdxBuffer . Data , isize ) ;
for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback ! = nullptr )
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user
// to request the renderer to reset render state.)
if ( pcmd - > UserCallback = = ImDrawCallback_ResetRenderState )
ImGui_ImplAdxe_SetupRenderState ( renderer , draw_data , fb_width , fb_height ) ;
else
{
AddRendererCommand ( [ = ] ( ) { pcmd - > UserCallback ( cmd_list , pcmd ) ; } ) ;
}
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect ;
clip_rect . x = ( pcmd - > ClipRect . x - clip_off . x ) * clip_scale . x ;
clip_rect . y = ( pcmd - > ClipRect . y - clip_off . y ) * clip_scale . y ;
clip_rect . z = ( pcmd - > ClipRect . z - clip_off . x ) * clip_scale . x ;
clip_rect . w = ( pcmd - > ClipRect . w - clip_off . y ) * clip_scale . y ;
if ( clip_rect . x < fb_width & & clip_rect . y < fb_height & & clip_rect . z > = 0.0f & & clip_rect . w > = 0.0f )
{
// Apply scissor/clipping rectangle
AddRendererCommand ( [ = ] ( ) {
renderer - > setScissorRect ( clip_rect . x , fb_height - clip_rect . w , clip_rect . z - clip_rect . x ,
clip_rect . w - clip_rect . y ) ;
} ) ;
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( typeid ( * ( ( Ref * ) pcmd - > TextureId ) ) = = typeid ( Texture2D ) )
{
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auto tex = CC_PTR_CAST ( pcmd - > TextureId , Texture2D * ) ;
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auto cmd = std : : make_shared < CustomCommand > ( ) ;
bd - > CustomCommands . push_back ( cmd ) ;
cmd - > init ( 0.f , BlendFunc : : ALPHA_NON_PREMULTIPLIED ) ;
const auto pinfo = tex = = bd - > FontTexture ? & bd - > ProgramFontInfo : & bd - > ProgramInfo ;
// create new ProgramState
auto state = new ProgramState ( pinfo - > program ) ;
state - > autorelease ( ) ;
bd - > ProgramStates . pushBack ( state ) ;
auto & desc = cmd - > getPipelineDescriptor ( ) ;
desc . programState = state ;
// setup attributes for ImDrawVert
* desc . programState - > getVertexLayout ( ) = pinfo - > layout ;
desc . programState - > setUniform ( pinfo - > projection , & bd - > Projection , sizeof ( Mat4 ) ) ;
desc . programState - > setTexture ( pinfo - > texture , 0 , tex - > getBackendTexture ( ) ) ;
// In order to composite our output buffer we need to preserve alpha
desc . blendDescriptor . sourceAlphaBlendFactor = BlendFactor : : ONE ;
// set vertex/index buffer
cmd - > setIndexBuffer ( ibuffer , IMGUI_INDEX_FORMAT ) ;
cmd - > setVertexBuffer ( vbuffer ) ;
cmd - > setDrawType ( CustomCommand : : DrawType : : ELEMENT ) ;
cmd - > setPrimitiveType ( PrimitiveType : : TRIANGLE ) ;
cmd - > setIndexDrawInfo ( ibuffer_offset , pcmd - > ElemCount ) ;
renderer - > addCommand ( cmd . get ( ) ) ;
}
else
{
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auto node = CC_PTR_CAST ( pcmd - > TextureId , Node * ) ;
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const auto tr = node - > getNodeToParentTransform ( ) ;
node - > setVisible ( true ) ;
node - > setNodeToParentTransform ( tr ) ;
const auto & proj =
Director : : getInstance ( ) - > getMatrix ( MATRIX_STACK_TYPE : : MATRIX_STACK_PROJECTION ) ;
node - > visit ( Director : : getInstance ( ) - > getRenderer ( ) , proj . getInversed ( ) * bd - > Projection , 0 ) ;
node - > setVisible ( false ) ;
}
}
}
ibuffer_offset + = pcmd - > ElemCount ;
}
}
ImGui_ImplAdxe_RestoreRenderState ( renderer ) ;
}
void ImGui_ImplAdxe_RenderPlatform ( )
{
if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
GLFWwindow * prev_current_context = glfwGetCurrentContext ( ) ;
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
glfwMakeContextCurrent ( prev_current_context ) ;
AddRendererCommand ( [ = ] ( ) { glfwMakeContextCurrent ( prev_current_context ) ; } ) ;
}
}
static const char * ImGui_ImplAdxe_GetClipboardText ( void * user_data )
{
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return glfwGetClipboardString ( CC_PTR_CAST ( user_data , GLFWwindow * ) ) ;
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}
static void ImGui_ImplAdxe_SetClipboardText ( void * user_data , const char * text )
{
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glfwSetClipboardString ( CC_PTR_CAST ( user_data , GLFWwindow * ) , text ) ;
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}
void ImGui_ImplAdxe_MouseButtonCallback ( GLFWwindow * window , int button , int action , int mods )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackMousebutton ! = nullptr & & window = = bd - > Window )
bd - > PrevUserCallbackMousebutton ( window , button , action , mods ) ;
if ( action = = GLFW_PRESS & & button > = 0 & & button < IM_ARRAYSIZE ( bd - > MouseJustPressed ) )
bd - > MouseJustPressed [ button ] = true ;
}
void ImGui_ImplAdxe_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackScroll ! = nullptr & & window = = bd - > Window )
bd - > PrevUserCallbackScroll ( window , xoffset , yoffset ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MouseWheelH + = ( float ) xoffset ;
io . MouseWheel + = ( float ) yoffset ;
}
void ImGui_ImplAdxe_KeyCallback ( GLFWwindow * window , int key , int scancode , int action , int mods )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackKey ! = nullptr & & window = = bd - > Window )
bd - > PrevUserCallbackKey ( window , key , scancode , action , mods ) ;
if ( key < 0 )
return ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( action = = GLFW_PRESS )
io . KeysDown [ key ] = true ;
if ( action = = GLFW_RELEASE )
io . KeysDown [ key ] = false ;
// Modifiers are not reliable across systems
io . KeyCtrl = io . KeysDown [ GLFW_KEY_LEFT_CONTROL ] | | io . KeysDown [ GLFW_KEY_RIGHT_CONTROL ] ;
io . KeyShift = io . KeysDown [ GLFW_KEY_LEFT_SHIFT ] | | io . KeysDown [ GLFW_KEY_RIGHT_SHIFT ] ;
io . KeyAlt = io . KeysDown [ GLFW_KEY_LEFT_ALT ] | | io . KeysDown [ GLFW_KEY_RIGHT_ALT ] ;
# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
io . KeySuper = false ;
# else
io . KeySuper = io . KeysDown [ GLFW_KEY_LEFT_SUPER ] | | io . KeysDown [ GLFW_KEY_RIGHT_SUPER ] ;
# endif
}
void ImGui_ImplAdxe_WindowFocusCallback ( GLFWwindow * window , int focused )
{
ImGui_ImplAdxe_Data * bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackWindowFocus ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackWindowFocus ( window , focused ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddFocusEvent ( focused ! = 0 ) ;
}
void ImGui_ImplAdxe_CursorEnterCallback ( GLFWwindow * window , int entered )
{
ImGui_ImplAdxe_Data * bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackCursorEnter ! = NULL & & window = = bd - > Window )
bd - > PrevUserCallbackCursorEnter ( window , entered ) ;
if ( entered )
bd - > MouseWindow = window ;
if ( ! entered & & bd - > MouseWindow = = window )
bd - > MouseWindow = NULL ;
}
void ImGui_ImplAdxe_CharCallback ( GLFWwindow * window , unsigned int c )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > PrevUserCallbackChar ! = nullptr & & window = = bd - > Window )
bd - > PrevUserCallbackChar ( window , c ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddInputCharacter ( c ) ;
}
void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * , int )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
bd - > WantUpdateMonitors = true ;
}
void ImGui_ImplAdxe_SetCustomFontLoader ( ImGuiImplCocos2dxLoadFontFun fun , void * userdata )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
bd - > LoadCustomFont = fun ;
bd - > LoadCustomFontUserData = userdata ;
}
void * ImGui_ImplAdxe_GetFontsTexture ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
return bd - > FontTexture ;
}
void ImGui_ImplAdxe_SetDeviceObjectsDirty ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
bd - > FontDeviceObjectsDirty = true ;
}
bool ImGui_ImplAdxe_CreateDeviceObjects ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > LoadCustomFont )
bd - > LoadCustomFont ( bd - > LoadCustomFontUserData ) ;
ImGui_ImplAdxe_createShaderPrograms ( ) ;
ImGui_ImplAdxe_CreateFontsTexture ( ) ;
bd - > FontDeviceObjectsDirty = false ;
return true ;
}
void ImGui_ImplAdxe_DestroyDeviceObjects ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
CC_SAFE_RELEASE_NULL ( bd - > ProgramInfo . program ) ;
CC_SAFE_RELEASE_NULL ( bd - > ProgramFontInfo . program ) ;
ImGui_ImplAdxe_DestroyFontsTexture ( ) ;
}
static bool ImGui_ImplAdxe_createShaderPrograms ( )
{
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auto vertex_shader =
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" uniform mat4 u_MVPMatrix; \n "
" attribute vec2 a_position; \n "
" attribute vec2 a_texCoord; \n "
" attribute vec4 a_color; \n "
" varying vec2 v_texCoord; \n "
" varying vec4 v_fragmentColor; \n "
" void main() \n "
" { \n "
" v_texCoord = a_texCoord; \n "
" v_fragmentColor = a_color; \n "
" gl_Position = u_MVPMatrix * vec4(a_position.xy, 0.0, 1.0); \n "
" } \n " ;
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auto fragment_shader =
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" #ifdef GL_ES \n "
" precision mediump float; \n "
" #endif \n "
" uniform sampler2D u_texture; \n "
" varying vec2 v_texCoord; \n "
" varying vec4 v_fragmentColor; \n "
" void main() \n "
" { \n "
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" gl_FragColor = v_fragmentColor * texture2D(u_texture, v_texCoord); \n "
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" } \n " ;
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auto fragment_shader_font =
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" #ifdef GL_ES \n "
" precision mediump float; \n "
" #endif \n "
" uniform sampler2D u_texture; \n "
" varying vec2 v_texCoord; \n "
" varying vec4 v_fragmentColor; \n "
" void main() \n "
" { \n "
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" float a = texture2D(u_texture, v_texCoord).a; \n "
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" gl_FragColor = vec4(v_fragmentColor.rgb, v_fragmentColor.a * a); \n "
" } \n " ;
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
CC_SAFE_RELEASE ( bd - > ProgramInfo . program ) ;
CC_SAFE_RELEASE ( bd - > ProgramFontInfo . program ) ;
bd - > ProgramInfo . program = backend : : Device : : getInstance ( ) - > newProgram ( vertex_shader , fragment_shader ) ;
bd - > ProgramFontInfo . program = backend : : Device : : getInstance ( ) - > newProgram ( vertex_shader , fragment_shader_font ) ;
IM_ASSERT ( bd - > ProgramInfo . program ) ;
IM_ASSERT ( bd - > ProgramFontInfo . program ) ;
if ( ! bd - > ProgramInfo . program | | ! bd - > ProgramFontInfo . program )
return false ;
for ( auto & p : { & bd - > ProgramInfo , & bd - > ProgramFontInfo } )
{
p - > texture = p - > program - > getUniformLocation ( TEXTURE ) ;
p - > projection = p - > program - > getUniformLocation ( MVP_MATRIX ) ;
p - > position = p - > program - > getAttributeLocation ( POSITION ) ;
p - > uv = p - > program - > getAttributeLocation ( TEXCOORD ) ;
p - > color = p - > program - > getAttributeLocation ( COLOR ) ;
IM_ASSERT ( bool ( p - > texture ) ) ;
IM_ASSERT ( bool ( p - > projection ) ) ;
IM_ASSERT ( p - > position > = 0 ) ;
IM_ASSERT ( p - > uv > = 0 ) ;
IM_ASSERT ( p - > color > = 0 ) ;
auto & layout = p - > layout ;
layout . setAttribute ( " a_position " , p - > position , VertexFormat : : FLOAT2 , 0 , false ) ;
layout . setAttribute ( " a_texCoord " , p - > uv , VertexFormat : : FLOAT2 , offsetof ( ImDrawVert , uv ) , false ) ;
layout . setAttribute ( " a_color " , p - > color , VertexFormat : : UBYTE4 , offsetof ( ImDrawVert , col ) , true ) ;
layout . setLayout ( sizeof ( ImDrawVert ) ) ;
}
return true ;
}
bool ImGui_ImplAdxe_CreateFontsTexture ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small)
// because it is more likely to be compatible with user's existing shaders.
// If your ImTextureId represent a higher-level concept than just a GL texture id,
// consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io . Fonts - > GetTexDataAsAlpha8 ( & pixels , & width , & height ) ;
CC_SAFE_RELEASE ( bd - > FontTexture ) ;
bd - > FontTexture = new Texture2D ( ) ;
bd - > FontTexture - > setAntiAliasTexParameters ( ) ;
bd - > FontTexture - > initWithData ( pixels , width * height , backend : : PixelFormat : : A8 , width , height ,
Size { static_cast < float > ( width ) , static_cast < float > ( height ) } ) ;
io . Fonts - > TexID = ( ImTextureID ) bd - > FontTexture ;
return true ;
}
void ImGui_ImplAdxe_DestroyFontsTexture ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > FontTexture )
{
ImGui : : GetIO ( ) . Fonts - > TexID = nullptr ;
CC_SAFE_RELEASE_NULL ( bd - > FontTexture ) ;
}
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports
// simultaneously. If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you
// completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow ( ImGuiViewport * viewport , void * )
{
if ( ! ( viewport - > Flags & ImGuiViewportFlags_NoRendererClear ) )
{
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
renderer - > clear ( ClearFlag : : COLOR , { 0 , 0 , 0 , 1 } , 1 , 0 , 0 ) ;
}
ImGui_ImplAdxe_RenderDrawData ( viewport - > DrawData ) ;
}
bool ImGui_ImplAdxe_Init ( bool install_callbacks /*TODO: need check whether callbacks installed at shutdown*/ )
{
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup backend capabilities flags
ImGui_ImplAdxe_Data * bd = new ImGui_ImplAdxe_Data ( ) ;
io . BackendPlatformUserData = ( void * ) bd ;
io . BackendPlatformName = " imgui_impl_adxe " ;
io . BackendRendererName = " imgui_impl_adxe " ;
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
// Enable Multi-Viewport / Platform Windows
// TODO: mac osx have problem when create new window, the game scene will go to black
# if CC_IMGUI_ENABLE_MULTI_VIEWPORT
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ;
# endif
// io.ConfigViewportsNoAutoMerge = true;
// io.ConfigViewportsNoTaskBarIcon = true;
const auto window = static_cast < GLViewImpl * > ( Director : : getInstance ( ) - > getOpenGLView ( ) ) - > getWindow ( ) ;
// We can honor GetMouseCursor() values (optional)
io . BackendFlags | = ImGuiBackendFlags_HasMouseCursors ;
// We can honor io.WantSetMousePos requests (optional, rarely used)
io . BackendFlags | = ImGuiBackendFlags_HasSetMousePos ;
// We can create multi-viewports on the Platform side (optional)
io . BackendFlags | = ImGuiBackendFlags_PlatformHasViewports ;
# if GLFW_HAS_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
// We can set io.MouseHoveredViewport correctly (optional, not easy)
io . BackendFlags | = ImGuiBackendFlags_HasMouseHoveredViewport ;
# endif
bd - > Window = window ;
bd - > Time = 0.0 ;
bd - > WantUpdateMonitors = true ;
// backend
io . BackendFlags | = ImGuiBackendFlags_RendererHasViewports ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
platform_io . Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow ;
// disable auto load and save
io . IniFilename = nullptr ;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ;
io . KeyMap [ ImGuiKey_LeftArrow ] = GLFW_KEY_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = GLFW_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = GLFW_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = GLFW_KEY_DOWN ;
io . KeyMap [ ImGuiKey_PageUp ] = GLFW_KEY_PAGE_UP ;
io . KeyMap [ ImGuiKey_PageDown ] = GLFW_KEY_PAGE_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = GLFW_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = GLFW_KEY_END ;
io . KeyMap [ ImGuiKey_Insert ] = GLFW_KEY_INSERT ;
io . KeyMap [ ImGuiKey_Delete ] = GLFW_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = GLFW_KEY_BACKSPACE ;
io . KeyMap [ ImGuiKey_Space ] = GLFW_KEY_SPACE ;
io . KeyMap [ ImGuiKey_Enter ] = GLFW_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = GLFW_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = GLFW_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = GLFW_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = GLFW_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = GLFW_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = GLFW_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = GLFW_KEY_Z ;
io . SetClipboardTextFn = ImGui_ImplAdxe_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplAdxe_GetClipboardText ;
io . ClipboardUserData = bd - > Window ;
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback ( nullptr ) ;
bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_TextInput ] = glfwCreateStandardCursor ( GLFW_IBEAM_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeNS ] = glfwCreateStandardCursor ( GLFW_VRESIZE_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeEW ] = glfwCreateStandardCursor ( GLFW_HRESIZE_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_Hand ] = glfwCreateStandardCursor ( GLFW_HAND_CURSOR ) ;
# if GLFW_HAS_NEW_CURSORS
bd - > MouseCursors [ ImGuiMouseCursor_ResizeAll ] = glfwCreateStandardCursor ( GLFW_RESIZE_ALL_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeNESW ] = glfwCreateStandardCursor ( GLFW_RESIZE_NESW_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_ResizeNWSE ] = glfwCreateStandardCursor ( GLFW_RESIZE_NWSE_CURSOR ) ;
bd - > MouseCursors [ ImGuiMouseCursor_NotAllowed ] = glfwCreateStandardCursor ( GLFW_NOT_ALLOWED_CURSOR ) ;
# else
g_MouseCursors [ ImGuiMouseCursor_ResizeAll ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNESW ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNWSE ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_NotAllowed ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
# endif
glfwSetErrorCallback ( prev_error_callback ) ;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
bd - > PrevUserCallbackWindowFocus = nullptr ;
bd - > PrevUserCallbackMousebutton = nullptr ;
bd - > PrevUserCallbackScroll = nullptr ;
bd - > PrevUserCallbackKey = nullptr ;
bd - > PrevUserCallbackChar = nullptr ;
bd - > PrevUserCallbackMonitor = nullptr ;
if ( install_callbacks )
{
bd - > InstalledCallbacks = true ;
bd - > PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback ( window , ImGui_ImplAdxe_WindowFocusCallback ) ;
bd - > PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback ( window , ImGui_ImplAdxe_CursorEnterCallback ) ;
bd - > PrevUserCallbackMousebutton = glfwSetMouseButtonCallback ( window , ImGui_ImplAdxe_MouseButtonCallback ) ;
bd - > PrevUserCallbackScroll = glfwSetScrollCallback ( window , ImGui_ImplAdxe_ScrollCallback ) ;
bd - > PrevUserCallbackKey = glfwSetKeyCallback ( window , ImGui_ImplAdxe_KeyCallback ) ;
bd - > PrevUserCallbackChar = glfwSetCharCallback ( window , ImGui_ImplAdxe_CharCallback ) ;
bd - > PrevUserCallbackMonitor = glfwSetMonitorCallback ( ImGui_ImplGlfw_MonitorCallback ) ;
}
// Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors ( ) ;
// Since: required GLFW 3.3, comment follow line
// glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport * main_viewport = ImGui : : GetMainViewport ( ) ;
main_viewport - > PlatformHandle = ( void * ) bd - > Window ;
# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
main_viewport - > PlatformHandleRaw = glfwGetWin32Window ( bd - > Window ) ;
# endif
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
ImGui_ImplGlfw_InitPlatformInterface ( ) ;
return true ;
}
void ImGui_ImplAdxe_Shutdown ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
if ( bd - > InstalledCallbacks )
{
// Restore mouse and char callback
glfwSetWindowFocusCallback ( bd - > Window , bd - > PrevUserCallbackWindowFocus ) ;
glfwSetCursorEnterCallback ( bd - > Window , bd - > PrevUserCallbackCursorEnter ) ;
glfwSetMouseButtonCallback ( bd - > Window , bd - > PrevUserCallbackMousebutton ) ;
glfwSetScrollCallback ( bd - > Window , bd - > PrevUserCallbackScroll ) ;
glfwSetKeyCallback ( bd - > Window , bd - > PrevUserCallbackKey ) ;
glfwSetCharCallback ( bd - > Window , bd - > PrevUserCallbackChar ) ;
glfwSetMonitorCallback ( bd - > PrevUserCallbackMonitor ) ;
}
// Destroy cursors
for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
{
glfwDestroyCursor ( bd - > MouseCursors [ cursor_n ] ) ;
}
ImGui_ImplAdxe_DestroyDeviceObjects ( ) ;
ImGui : : DestroyContext ( ) ;
delete bd ;
}
static void ImGui_ImplAdxe_UpdateMousePosAndButtons ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
const ImVec2 mouse_pos_prev = io . MousePos ;
io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
io . MouseHoveredViewport = 0 ;
// Update mouse buttons
// (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)
for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
{
io . MouseDown [ i ] = bd - > MouseJustPressed [ i ] | | glfwGetMouseButton ( bd - > Window , i ) ! = 0 ;
bd - > MouseJustPressed [ i ] = false ;
}
for ( int n = 0 ; n < platform_io . Viewports . Size ; n + + )
{
ImGuiViewport * viewport = platform_io . Viewports [ n ] ;
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GLFWwindow * window = CC_PTR_CAST ( viewport - > PlatformHandle , GLFWwindow * ) ;
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# ifdef __EMSCRIPTEN__
const bool focused = true ;
# else
const bool focused = glfwGetWindowAttrib ( window , GLFW_FOCUSED ) ! = 0 ;
# endif
GLFWwindow * mouse_window = ( bd - > MouseWindow = = window | | focused ) ? window : NULL ;
// Update mouse buttons
if ( focused )
for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
io . MouseDown [ i ] | = glfwGetMouseButton ( window , i ) ! = 0 ;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when
// ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) (When multi-viewports are enabled, all Dear ImGui
// positions are same as OS positions)
if ( io . WantSetMousePos & & focused )
glfwSetCursorPos ( window , ( double ) ( mouse_pos_prev . x - viewport - > Pos . x ) ,
( double ) ( mouse_pos_prev . y - viewport - > Pos . y ) ) ;
// Set Dear ImGui mouse position from OS position
if ( mouse_window ! = NULL )
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( mouse_window , & mouse_x , & mouse_y ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse
// is on the upper-left of the primary monitor)
int window_x , window_y ;
glfwGetWindowPos ( window , & window_x , & window_y ) ;
io . MousePos = ImVec2 ( ( float ) mouse_x + window_x , ( float ) mouse_y + window_y ) ;
}
else
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the
// mouse is on the upper-left corner of the app window)
io . MousePos = ImVec2 ( ( float ) mouse_x , ( float ) mouse_y ) ;
}
}
// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is
// hovering. Important: this information is not easy to provide and many high-level windowing library won't be
// able to provide it correctly, because
// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
// - This is _regardless_ of whether another viewport is focused or being dragged from.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and
// infer the information by relying on the rectangles and last focused time of every viewports it knows about.
// It will be unaware of other windows that may be sitting between or over your windows. [GLFW] FIXME: This is
// currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other
// systems. See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
# if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
const bool window_no_input = ( viewport - > Flags & ImGuiViewportFlags_NoInputs ) ! = 0 ;
# if GLFW_HAS_MOUSE_PASSTHROUGH
glfwSetWindowAttrib ( window , GLFW_MOUSE_PASSTHROUGH , window_no_input ) ;
# endif
if ( glfwGetWindowAttrib ( window , GLFW_HOVERED ) & & ! window_no_input )
io . MouseHoveredViewport = viewport - > ID ;
# endif
}
}
static void ImGui_ImplAdxe_UpdateMouseCursor ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange ) | |
glfwGetInputMode ( bd - > Window , GLFW_CURSOR ) = = GLFW_CURSOR_DISABLED )
return ;
ImGuiMouseCursor imgui_cursor = ImGui : : GetMouseCursor ( ) ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
for ( int n = 0 ; n < platform_io . Viewports . Size ; n + + )
{
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GLFWwindow * window = CC_PTR_CAST ( platform_io . Viewports [ n ] - > PlatformHandle , GLFWwindow * ) ;
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if ( imgui_cursor = = ImGuiMouseCursor_None | | io . MouseDrawCursor )
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode ( window , GLFW_CURSOR , GLFW_CURSOR_HIDDEN ) ;
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works
// here.
glfwSetCursor ( window , bd - > MouseCursors [ imgui_cursor ] ? bd - > MouseCursors [ imgui_cursor ]
: bd - > MouseCursors [ ImGuiMouseCursor_Arrow ] ) ;
glfwSetInputMode ( window , GLFW_CURSOR , GLFW_CURSOR_NORMAL ) ;
}
}
}
static void ImGui_ImplAdxe_UpdateGamepads ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
memset ( io . NavInputs , 0 , sizeof ( io . NavInputs ) ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NavEnableGamepad ) = = 0 )
return ;
// Update gamepad inputs
int axes_count = 0 , buttons_count = 0 ;
# define MAP_BUTTON(NAV_NO, BUTTON_NO) \
{ \
if ( buttons_count > BUTTON_NO & & buttons [ BUTTON_NO ] = = GLFW_PRESS ) \
io . NavInputs [ NAV_NO ] = 1.0f ; \
}
# define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) \
{ \
float v = ( axes_count > AXIS_NO ) ? axes [ AXIS_NO ] : V0 ; \
v = ( v - V0 ) / ( V1 - V0 ) ; \
if ( v > 1.0f ) \
v = 1.0f ; \
if ( io . NavInputs [ NAV_NO ] < v ) \
io . NavInputs [ NAV_NO ] = v ; \
}
const float * axes = glfwGetJoystickAxes ( GLFW_JOYSTICK_1 , & axes_count ) ;
const unsigned char * buttons = glfwGetJoystickButtons ( GLFW_JOYSTICK_1 , & buttons_count ) ;
MAP_BUTTON ( ImGuiNavInput_Activate , 0 ) ; // Cross / A
MAP_BUTTON ( ImGuiNavInput_Cancel , 1 ) ; // Circle / B
MAP_BUTTON ( ImGuiNavInput_Menu , 2 ) ; // Square / X
MAP_BUTTON ( ImGuiNavInput_Input , 3 ) ; // Triangle / Y
MAP_BUTTON ( ImGuiNavInput_DpadLeft , 13 ) ; // D-Pad Left
MAP_BUTTON ( ImGuiNavInput_DpadRight , 11 ) ; // D-Pad Right
MAP_BUTTON ( ImGuiNavInput_DpadUp , 10 ) ; // D-Pad Up
MAP_BUTTON ( ImGuiNavInput_DpadDown , 12 ) ; // D-Pad Down
MAP_BUTTON ( ImGuiNavInput_FocusPrev , 4 ) ; // L1 / LB
MAP_BUTTON ( ImGuiNavInput_FocusNext , 5 ) ; // R1 / RB
MAP_BUTTON ( ImGuiNavInput_TweakSlow , 4 ) ; // L1 / LB
MAP_BUTTON ( ImGuiNavInput_TweakFast , 5 ) ; // R1 / RB
MAP_ANALOG ( ImGuiNavInput_LStickLeft , 0 , - 0.3f , - 0.9f ) ;
MAP_ANALOG ( ImGuiNavInput_LStickRight , 0 , + 0.3f , + 0.9f ) ;
MAP_ANALOG ( ImGuiNavInput_LStickUp , 1 , + 0.3f , + 0.9f ) ;
MAP_ANALOG ( ImGuiNavInput_LStickDown , 1 , - 0.3f , - 0.9f ) ;
# undef MAP_BUTTON
# undef MAP_ANALOG
if ( axes_count > 0 & & buttons_count > 0 )
io . BackendFlags | = ImGuiBackendFlags_HasGamepad ;
else
io . BackendFlags & = ~ ImGuiBackendFlags_HasGamepad ;
}
static void ImGui_ImplGlfw_UpdateMonitors ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
int monitors_count = 0 ;
GLFWmonitor * * glfw_monitors = glfwGetMonitors ( & monitors_count ) ;
platform_io . Monitors . resize ( 0 ) ;
for ( int n = 0 ; n < monitors_count ; n + + )
{
ImGuiPlatformMonitor monitor ;
int x , y ;
glfwGetMonitorPos ( glfw_monitors [ n ] , & x , & y ) ;
const GLFWvidmode * vid_mode = glfwGetVideoMode ( glfw_monitors [ n ] ) ;
# if GLFW_HAS_MONITOR_WORK_AREA
monitor . MainPos = ImVec2 ( ( float ) x , ( float ) y ) ;
monitor . MainSize = ImVec2 ( ( float ) vid_mode - > width , ( float ) vid_mode - > height ) ;
int w , h ;
glfwGetMonitorWorkarea ( glfw_monitors [ n ] , & x , & y , & w , & h ) ;
monitor . WorkPos = ImVec2 ( ( float ) x , ( float ) y ) ;
;
monitor . WorkSize = ImVec2 ( ( float ) w , ( float ) h ) ;
# else
monitor . MainPos = monitor . WorkPos = ImVec2 ( ( float ) x , ( float ) y ) ;
monitor . MainSize = monitor . WorkSize = ImVec2 ( ( float ) vid_mode - > width , ( float ) vid_mode - > height ) ;
# endif
# if GLFW_HAS_PER_MONITOR_DPI
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness
// settings, which generally needs to be set in the manifest or at runtime.
float x_scale , y_scale ;
glfwGetMonitorContentScale ( glfw_monitors [ n ] , & x_scale , & y_scale ) ;
monitor . DpiScale = x_scale ;
# endif
platform_io . Monitors . push_back ( monitor ) ;
}
bd - > WantUpdateMonitors = false ;
}
void ImGui_ImplAdxe_NewFrame ( )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
// Calculate deltaTime by self to avoid error when pause cocos2d::Director
auto now = std : : chrono : : steady_clock : : now ( ) ;
auto deltaTime =
std : : chrono : : duration_cast < std : : chrono : : microseconds > ( now - bd - > LastFrameTime ) . count ( ) / 1000000.0f ;
deltaTime = cocos2d : : clampf ( deltaTime , CC_IMGUI_MIN_DELTA , CC_IMGUI_MAX_DELTA ) ;
bd - > LastFrameTime = now ;
bd - > CallbackCommands . clear ( ) ;
bd - > CustomCommands . clear ( ) ;
bd - > ProgramStates . clear ( ) ;
if ( ! bd - > FontTexture )
ImGui_ImplAdxe_CreateDeviceObjects ( ) ;
else if ( bd - > FontDeviceObjectsDirty )
{ // recreate device objects, fonts also should be device objects
ImGui_ImplAdxe_DestroyDeviceObjects ( ) ;
ImGui_ImplAdxe_CreateDeviceObjects ( ) ;
}
ImGuiIO & io = ImGui : : GetIO ( ) ;
IM_ASSERT ( io . Fonts - > IsBuilt ( ) & & " Font atlas not built! Missing call to renderer _NewFrame() function? " ) ;
// Setup display size (every frame to accommodate for window resizing)
int w , h ;
int buffer_w , buffer_h ;
glfwGetWindowSize ( bd - > Window , & w , & h ) ;
glfwGetFramebufferSize ( bd - > Window , & buffer_w , & buffer_h ) ;
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
if ( w > 0 & & h > 0 )
io . DisplayFramebufferScale = ImVec2 ( ( float ) buffer_w / w , ( float ) buffer_h / h ) ;
if ( bd - > WantUpdateMonitors )
ImGui_ImplGlfw_UpdateMonitors ( ) ;
// Setup time step
io . DeltaTime = deltaTime ;
ImGui_ImplAdxe_UpdateMousePosAndButtons ( ) ;
ImGui_ImplAdxe_UpdateMouseCursor ( ) ;
// Update game controllers (if enabled and available)
ImGui_ImplAdxe_UpdateGamepads ( ) ;
ImGui : : NewFrame ( ) ;
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports
// simultaneously. If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you
// completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend
// data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow * Window ;
bool WindowOwned ;
int IgnoreWindowPosEventFrame ;
int IgnoreWindowSizeEventFrame ;
ImGui_ImplGlfw_ViewportData ( )
{
Window = NULL ;
WindowOwned = false ;
IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = - 1 ;
}
~ ImGui_ImplGlfw_ViewportData ( ) { IM_ASSERT ( Window = = NULL ) ; }
} ;
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# define IMGUI_GLFW_VD(vp) reinterpret_cast<ImGui_ImplGlfw_ViewportData*>(vp->PlatformUserData)
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static void ImGui_ImplGlfw_WindowCloseCallback ( GLFWwindow * window )
{
if ( ImGuiViewport * viewport = ImGui : : FindViewportByPlatformHandle ( window ) )
viewport - > PlatformRequestClose = true ;
}
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback ( GLFWwindow * window , int , int )
{
if ( ImGuiViewport * viewport = ImGui : : FindViewportByPlatformHandle ( window ) )
{
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if ( ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) )
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{
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bool ignore_event = ( ImGui : : GetFrameCount ( ) < = vd - > IgnoreWindowPosEventFrame + 1 ) ;
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// data->IgnoreWindowPosEventFrame = -1;
if ( ignore_event )
return ;
}
viewport - > PlatformRequestMove = true ;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback ( GLFWwindow * window , int , int )
{
if ( ImGuiViewport * viewport = ImGui : : FindViewportByPlatformHandle ( window ) )
{
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if ( ImGui_ImplGlfw_ViewportData * data = IMGUI_GLFW_VD ( viewport ) )
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{
bool ignore_event = ( ImGui : : GetFrameCount ( ) < = data - > IgnoreWindowSizeEventFrame + 1 ) ;
// data->IgnoreWindowSizeEventFrame = -1;
if ( ignore_event )
return ;
}
viewport - > PlatformRequestResize = true ;
}
}
static void ImGui_ImplGlfw_CreateWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplAdxe_Data * bd = ImGui_ImplAdxe_GetBackendData ( ) ;
ImGui_ImplGlfw_ViewportData * vd = IM_NEW ( ImGui_ImplGlfw_ViewportData ) ( ) ;
viewport - > PlatformUserData = vd ;
const bool multi_viewport_enabled = ! ! ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable ) ;
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// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint ( GLFW_VISIBLE , false ) ;
glfwWindowHint ( GLFW_FOCUSED , false ) ;
# if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint ( GLFW_FOCUS_ON_SHOW , false ) ;
# endif
glfwWindowHint ( GLFW_DECORATED , ( viewport - > Flags & ImGuiViewportFlags_NoDecoration ) ? false : true ) ;
# if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint ( GLFW_FLOATING , ( viewport - > Flags & ImGuiViewportFlags_TopMost ) ? true : false ) ;
# endif
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GLFWwindow * share_window = multi_viewport_enabled ? bd - > Window : nullptr ;
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vd - > Window = glfwCreateWindow ( ( int ) viewport - > Size . x , ( int ) viewport - > Size . y , " No Title Yet " , nullptr , share_window ) ;
vd - > WindowOwned = true ;
viewport - > PlatformHandle = ( void * ) vd - > Window ;
# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
viewport - > PlatformHandleRaw = glfwGetWin32Window ( vd - > Window ) ;
# endif
glfwSetWindowPos ( vd - > Window , ( int ) viewport - > Pos . x , ( int ) viewport - > Pos . y ) ;
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback ( vd - > Window , ImGui_ImplAdxe_WindowFocusCallback ) ;
glfwSetCursorEnterCallback ( vd - > Window , ImGui_ImplAdxe_CursorEnterCallback ) ;
glfwSetMouseButtonCallback ( vd - > Window , ImGui_ImplAdxe_MouseButtonCallback ) ;
glfwSetScrollCallback ( vd - > Window , ImGui_ImplAdxe_ScrollCallback ) ;
glfwSetKeyCallback ( vd - > Window , ImGui_ImplAdxe_KeyCallback ) ;
glfwSetCharCallback ( vd - > Window , ImGui_ImplAdxe_CharCallback ) ;
glfwSetWindowCloseCallback ( vd - > Window , ImGui_ImplGlfw_WindowCloseCallback ) ;
glfwSetWindowPosCallback ( vd - > Window , ImGui_ImplGlfw_WindowPosCallback ) ;
glfwSetWindowSizeCallback ( vd - > Window , ImGui_ImplGlfw_WindowSizeCallback ) ;
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if ( multi_viewport_enabled )
{
const auto window = vd - > Window ;
glfwMakeContextCurrent ( window ) ;
glfwSwapInterval ( 0 ) ;
AddRendererCommand ( [ = ] ( ) { glfwMakeContextCurrent ( window ) ; } ) ;
}
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}
static void ImGui_ImplGlfw_DestroyWindow ( ImGuiViewport * viewport )
{
auto bd = ImGui_ImplAdxe_GetBackendData ( ) ;
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if ( ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) )
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{
if ( vd - > WindowOwned )
{
# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = ( HWND ) viewport - > PlatformHandleRaw ;
: : RemovePropA ( hwnd , " IMGUI_VIEWPORT " ) ;
# endif
// Release any keys that were pressed in the window being destroyed and are still held down,
// because we will not receive any release events after window is destroyed.
for ( int i = 0 ; i < IM_ARRAYSIZE ( bd - > KeyOwnerWindows ) ; i + + )
if ( bd - > KeyOwnerWindows [ i ] = = vd - > Window )
ImGui_ImplAdxe_KeyCallback (
vd - > Window , i , 0 , GLFW_RELEASE ,
0 ) ; // Later params are only used for main viewport, on which this function is never called.
glfwDestroyWindow ( vd - > Window ) ;
}
vd - > Window = NULL ;
IM_DELETE ( vd ) ;
}
viewport - > PlatformUserData = viewport - > PlatformHandle = NULL ;
}
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for
// Linux/OSX!)
# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 && GLFW_HAS_GLFW_HOVERED
static WNDPROC g_GlfwWndProc = NULL ;
static LRESULT CALLBACK WndProcNoInputs ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( msg = = WM_NCHITTEST )
{
// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly
// (which is OPTIONAL). The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect
// the window behind the one we are dragging. If you cannot easily access those viewport flags from your
// windowing/event code: you may manually synchronize its state e.g. in your main loop after calling
// UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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ImGuiViewport * viewport = CC_PTR_CAST ( : : GetPropA ( hWnd , " IMGUI_VIEWPORT " ) , ImGuiViewport * ) ;
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if ( viewport - > Flags & ImGuiViewportFlags_NoInputs )
return HTTRANSPARENT ;
}
return : : CallWindowProc ( g_GlfwWndProc , hWnd , msg , wParam , lParam ) ;
}
# endif
static void ImGui_ImplGlfw_ShowWindow ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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# if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = ( HWND ) viewport - > PlatformHandleRaw ;
if ( viewport - > Flags & ImGuiViewportFlags_NoTaskBarIcon )
{
LONG ex_style = : : GetWindowLong ( hwnd , GWL_EXSTYLE ) ;
ex_style & = ~ WS_EX_APPWINDOW ;
ex_style | = WS_EX_TOOLWINDOW ;
: : SetWindowLong ( hwnd , GWL_EXSTYLE , ex_style ) ;
}
// GLFW hack: install hook for WM_NCHITTEST message handler
# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
: : SetPropA ( hwnd , " IMGUI_VIEWPORT " , viewport ) ;
if ( g_GlfwWndProc = = NULL )
g_GlfwWndProc = ( WNDPROC ) : : GetWindowLongPtr ( hwnd , GWLP_WNDPROC ) ;
: : SetWindowLongPtr ( hwnd , GWLP_WNDPROC , ( LONG_PTR ) WndProcNoInputs ) ;
# endif
# if !GLFW_HAS_FOCUS_ON_SHOW
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW
// window attribute. See https://github.com/glfw/glfw/issues/1189
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if ( viewport - > Flags & ImGuiViewportFlags_NoFocusOnAppearing )
{
: : ShowWindow ( hwnd , SW_SHOWNA ) ;
return ;
}
# endif
# endif
glfwShowWindow ( vd - > Window ) ;
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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int x = 0 , y = 0 ;
glfwGetWindowPos ( vd - > Window , & x , & y ) ;
return ImVec2 ( ( float ) x , ( float ) y ) ;
}
static void ImGui_ImplGlfw_SetWindowPos ( ImGuiViewport * viewport , ImVec2 pos )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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glfwSetWindowPos ( vd - > Window , ( int ) pos . x , ( int ) pos . y ) ;
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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int w = 0 , h = 0 ;
glfwGetWindowSize ( vd - > Window , & w , & h ) ;
return ImVec2 ( ( float ) w , ( float ) h ) ;
}
static void ImGui_ImplGlfw_SetWindowSize ( ImGuiViewport * viewport , ImVec2 size )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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# if CC_TARGET_PLATFORM == CC_PLATFORM_MAC && !GLFW_HAS_OSX_WINDOW_POS_FIX
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
// on the upper-left corner.
int x , y , width , height ;
glfwGetWindowPos ( vd - > Window , & x , & y ) ;
glfwGetWindowSize ( vd - > Window , & width , & height ) ;
glfwSetWindowPos ( vd - > Window , x , y - height + size . y ) ;
# endif
vd - > IgnoreWindowSizeEventFrame = ImGui : : GetFrameCount ( ) ;
glfwSetWindowSize ( vd - > Window , ( int ) size . x , ( int ) size . y ) ;
}
static void ImGui_ImplGlfw_SetWindowTitle ( ImGuiViewport * viewport , const char * title )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
glfwSetWindowTitle ( vd - > Window , title ) ;
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}
static void ImGui_ImplGlfw_SetWindowFocus ( ImGuiViewport * viewport )
{
# if GLFW_HAS_FOCUS_WINDOW
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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glfwFocusWindow ( vd - > Window ) ;
# else
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus
// - we set that up ahead, will answer that question later.
( void ) viewport ;
# endif
}
static bool ImGui_ImplGlfw_GetWindowFocus ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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return glfwGetWindowAttrib ( vd - > Window , GLFW_FOCUSED ) ! = 0 ;
}
static bool ImGui_ImplGlfw_GetWindowMinimized ( ImGuiViewport * viewport )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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return glfwGetWindowAttrib ( vd - > Window , GLFW_ICONIFIED ) ! = 0 ;
}
# if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha ( ImGuiViewport * viewport , float alpha )
{
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ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
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glfwSetWindowOpacity ( vd - > Window , alpha ) ;
}
# endif
static void ImGui_ImplGlfw_RenderWindow ( ImGuiViewport * viewport , void * )
{
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if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
const auto window = vd - > Window ;
AddRendererCommand ( [ = ] ( ) { glfwMakeContextCurrent ( window ) ; } ) ;
}
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}
static void ImGui_ImplGlfw_SwapBuffers ( ImGuiViewport * viewport , void * )
{
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if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui_ImplGlfw_ViewportData * vd = IMGUI_GLFW_VD ( viewport ) ;
const auto window = vd - > Window ;
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glfwMakeContextCurrent ( window ) ;
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AddRendererCommand ( [ = ] ( ) {
glfwMakeContextCurrent ( window ) ;
glfwSwapBuffers ( window ) ;
} ) ;
}
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}
// clang-format off
//
//--------------------------------------------------------------------------------------------------------
// IME (Input Method Editor) basic support for e.g. Asian language users
//--------------------------------------------------------------------------------------------------------
// We provide a Win32 implementation because this is such a common issue for IME users
# if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
# define HAS_WIN32_IME 1
# include <imm.h>
# ifdef _MSC_VER
# pragma comment(lib, "imm32")
# endif
static void ImGui_ImplWin32_SetImeInputPos ( ImGuiViewport * viewport , ImVec2 pos )
{
COMPOSITIONFORM cf = { CFS_FORCE_POSITION , { ( LONG ) ( pos . x - viewport - > Pos . x ) , ( LONG ) ( pos . y - viewport - > Pos . y ) } , { 0 , 0 , 0 , 0 } } ;
if ( HWND hwnd = ( HWND ) viewport - > PlatformHandleRaw )
if ( HIMC himc = : : ImmGetContext ( hwnd ) )
{
: : ImmSetCompositionWindow ( himc , & cf ) ;
: : ImmReleaseContext ( hwnd , himc ) ;
}
}
# else
# define HAS_WIN32_IME 0
# endif
// clang-format on
static void ImGui_ImplGlfw_InitPlatformInterface ( )
{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplAdxe_Data * bd = ImGui_ImplAdxe_GetBackendData ( ) ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
platform_io . Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow ;
platform_io . Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow ;
platform_io . Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow ;
platform_io . Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos ;
platform_io . Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos ;
platform_io . Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize ;
platform_io . Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize ;
platform_io . Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus ;
platform_io . Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus ;
platform_io . Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized ;
platform_io . Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle ;
platform_io . Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow ;
platform_io . Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers ;
# if GLFW_HAS_WINDOW_ALPHA
platform_io . Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha ;
# endif
# if HAS_WIN32_IME
platform_io . Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos ;
# endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for
// main and secondary viewports.
ImGuiViewport * main_viewport = ImGui : : GetMainViewport ( ) ;
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ImGui_ImplGlfw_ViewportData * vd = IM_NEW ( ImGui_ImplGlfw_ViewportData ) ( ) ;
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vd - > Window = bd - > Window ;
vd - > WindowOwned = false ;
main_viewport - > PlatformUserData = vd ;
main_viewport - > PlatformHandle = ( void * ) bd - > Window ;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( ) { }