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# include "imgui_impl_cocos2dx.h"
# include "cocos2d.h"
# include "renderer/backend/Backend.h"
# include <functional>
# ifdef CC_PLATFORM_PC
// GLFW
# ifdef _WIN32
# include "glfw3.h"
# undef APIENTRY
# ifndef GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WIN32
# endif
# include "glfw3native.h"
# else
# include <glfw3.h>
# endif // _WIN32
static_assert (
GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 > = 3300 ,
" glfw version should be 3.3+ " ) ;
// 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
# define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310)
# ifdef GLFW_RESIZE_NESW_CURSOR
# define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400)
# else
# define GLFW_HAS_NEW_CURSORS (0)
# endif
# endif // CC_PLATFORM_PC
using namespace cocos2d ;
using namespace backend ;
// GLFW data
static double g_Time = 0.0 ;
static bool g_MouseJustPressed [ 5 ] = { false , false , false , false , false } ;
static ImVec2 g_CursorPos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
# ifdef CC_PLATFORM_PC
static GLFWcursor * g_MouseCursors [ ImGuiMouseCursor_COUNT ] = { nullptr } ;
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static bool g_InstalledCallbacks = false ;
static bool g_WantUpdateMonitors = true ;
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = nullptr ;
static GLFWscrollfun g_PrevUserCallbackScroll = nullptr ;
static GLFWkeyfun g_PrevUserCallbackKey = nullptr ;
static GLFWcharfun g_PrevUserCallbackChar = nullptr ;
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static GLFWmonitorfun g_PrevUserCallbackMonitor = nullptr ;
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static ImGuiImplCocos2dxLoadFontFun g_loadCustomFont = nullptr ;
static void * g_loadCustomFontUserData = nullptr ;
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// Forward Declarations
static void ImGui_ImplGlfw_InitPlatformInterface ( ) ;
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( ) ;
static void ImGui_ImplGlfw_UpdateMonitors ( ) ;
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static bool ImGui_ImplCocos2dx_createShaderPrograms ( ) ;
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# endif // CC_PLATFORM_PC
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// TODO: mac metal
# if defined(CC_PLATFORM_PC) && (defined(CC_USE_GL) || defined(CC_USE_GLES))
# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 1
# else
# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 0
# endif
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// 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)
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struct ProgramInfo
{
Program * program = nullptr ;
// Uniforms location
UniformLocation texture ;
UniformLocation projection ;
// Vertex attributes location
int position = 0 ;
int uv = 0 ;
int color = 0 ;
VertexLayout layout ;
} ;
static ProgramInfo g_ProgramInfo ;
static ProgramInfo g_ProgramFontInfo ;
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static bool g_fontDeviceObjectsDirty = false ;
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static Texture2D * g_FontTexture = nullptr ;
static Mat4 g_Projection ;
constexpr IndexFormat g_IndexFormat = sizeof ( ImDrawIdx ) = = 2 ? IndexFormat : : U_SHORT : IndexFormat : : U_INT ;
static std : : vector < std : : shared_ptr < CallbackCommand > > g_CallbackCommands ;
static std : : vector < std : : shared_ptr < CustomCommand > > g_CustomCommands ;
static Vector < ProgramState * > g_ProgramStates ;
static void AddRendererCommand ( const std : : function < void ( ) > & f )
{
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
auto cmd = std : : make_shared < CallbackCommand > ( ) ;
g_CallbackCommands . push_back ( cmd ) ;
cmd - > init ( 0.f ) ;
cmd - > func = f ;
renderer - > addCommand ( cmd . get ( ) ) ;
}
# ifdef CC_PLATFORM_PC
static GLFWwindow * ImGui_ImplCocos2dx_GetWindow ( )
{
const auto glv = ( GLViewImpl * ) Director : : getInstance ( ) - > getOpenGLView ( ) ;
return glv - > getWindow ( ) ;
}
# endif // CC_PLATFORM_PC
static void ImGui_ImplCocos2dx_SetupRenderState ( ImDrawData * draw_data , int fb_width , int fb_height )
{
const auto renderer = Director : : getInstance ( ) - > getRenderer ( ) ;
// setup
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 ;
Mat4 : : createOrthographicOffCenter ( L , R , B , T , - 1.f , 1.f , & g_Projection ) ;
}
struct SavedRenderState
{
backend : : CullMode cull ;
Viewport vp ;
ScissorRect scissorRect ;
bool scissorTest ;
bool depthTest ;
} ;
static SavedRenderState g_SavedRenderState ;
void ImGui_ImplCocos2dx_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 ( ) ;
// store
AddRendererCommand ( [ renderer ] ( )
{
g_SavedRenderState . cull = renderer - > getCullMode ( ) ;
g_SavedRenderState . vp = renderer - > getViewport ( ) ;
g_SavedRenderState . scissorTest = renderer - > getScissorTest ( ) ;
g_SavedRenderState . scissorRect = renderer - > getScissorRect ( ) ;
g_SavedRenderState . depthTest = renderer - > getDepthTest ( ) ;
} ) ;
ImGui_ImplCocos2dx_SetupRenderState ( 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_ImplCocos2dx_SetupRenderState ( 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 ) ;
} ) ;
if ( typeid ( * ( ( Ref * ) pcmd - > TextureId ) ) = = typeid ( Texture2D ) )
{
auto tex = ( Texture2D * ) pcmd - > TextureId ;
auto cmd = std : : make_shared < CustomCommand > ( ) ;
g_CustomCommands . push_back ( cmd ) ;
cmd - > init ( 0.f , BlendFunc : : ALPHA_NON_PREMULTIPLIED ) ;
const auto pinfo = tex = = g_FontTexture ? & g_ProgramFontInfo : & g_ProgramInfo ;
// create new ProgramState
auto state = new ProgramState ( pinfo - > program ) ;
state - > autorelease ( ) ;
g_ProgramStates . pushBack ( state ) ;
auto & desc = cmd - > getPipelineDescriptor ( ) ;
desc . programState = state ;
// setup attributes for ImDrawVert
* desc . programState - > getVertexLayout ( ) = pinfo - > layout ;
desc . programState - > setUniform ( pinfo - > projection , & g_Projection , sizeof ( Mat4 ) ) ;
desc . programState - > setTexture ( pinfo - > texture , 0 , tex - > getBackendTexture ( ) ) ;
// set vertex/index buffer
cmd - > setIndexBuffer ( ibuffer , g_IndexFormat ) ;
cmd - > setVertexBuffer ( vbuffer ) ;
cmd - > setDrawType ( CustomCommand : : DrawType : : ELEMENT ) ;
cmd - > setPrimitiveType ( PrimitiveType : : TRIANGLE ) ;
cmd - > setIndexDrawInfo ( ibuffer_offset , pcmd - > ElemCount ) ;
renderer - > addCommand ( cmd . get ( ) ) ;
}
else
{
auto node = ( Node * ) pcmd - > TextureId ;
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 ( ) * g_Projection , 0 ) ;
node - > setVisible ( false ) ;
}
}
}
ibuffer_offset + = pcmd - > ElemCount ;
}
}
// restore
AddRendererCommand ( [ renderer ] ( )
{
renderer - > setCullMode ( g_SavedRenderState . cull ) ;
auto & vp = g_SavedRenderState . vp ;
renderer - > setViewPort ( vp . x , vp . y , vp . w , vp . h ) ;
renderer - > setScissorTest ( g_SavedRenderState . scissorTest ) ;
auto & sc = g_SavedRenderState . scissorRect ;
renderer - > setScissorRect ( sc . x , sc . y , sc . width , sc . height ) ;
renderer - > setDepthTest ( g_SavedRenderState . depthTest ) ;
} ) ;
}
void ImGui_ImplCocos2dx_RenderPlatform ( )
{
# ifdef CC_PLATFORM_PC
if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
GLFWwindow * backup_current_context = glfwGetCurrentContext ( ) ;
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
glfwMakeContextCurrent ( backup_current_context ) ;
AddRendererCommand ( [ = ] ( )
{
glfwMakeContextCurrent ( backup_current_context ) ;
} ) ;
}
# endif
}
static const char * ImGui_ImplCocos2dx_GetClipboardText ( void * user_data )
{
# ifdef CC_PLATFORM_PC
return glfwGetClipboardString ( ( GLFWwindow * ) user_data ) ;
# else
return " " ;
# endif
}
static void ImGui_ImplCocos2dx_SetClipboardText ( void * user_data , const char * text )
{
# ifdef CC_PLATFORM_PC
glfwSetClipboardString ( ( GLFWwindow * ) user_data , text ) ;
# else
# endif
}
# ifdef CC_PLATFORM_PC
void ImGui_ImplCocos2dx_MouseButtonCallback ( GLFWwindow * window , int button , int action , int mods )
{
if ( g_PrevUserCallbackMousebutton ! = nullptr & & window = = ImGui_ImplCocos2dx_GetWindow ( ) )
g_PrevUserCallbackMousebutton ( window , button , action , mods ) ;
if ( action = = GLFW_PRESS & & button > = 0 & & button < IM_ARRAYSIZE ( g_MouseJustPressed ) )
g_MouseJustPressed [ button ] = true ;
}
void ImGui_ImplCocos2dx_ScrollCallback ( GLFWwindow * window , double xoffset , double yoffset )
{
if ( g_PrevUserCallbackScroll ! = nullptr & & window = = ImGui_ImplCocos2dx_GetWindow ( ) )
g_PrevUserCallbackScroll ( window , xoffset , yoffset ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MouseWheelH + = ( float ) xoffset ;
io . MouseWheel + = ( float ) yoffset ;
}
void ImGui_ImplCocos2dx_KeyCallback ( GLFWwindow * window , int key , int scancode , int action , int mods )
{
if ( g_PrevUserCallbackKey ! = nullptr & & window = = ImGui_ImplCocos2dx_GetWindow ( ) )
g_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_ImplCocos2dx_CharCallback ( GLFWwindow * window , unsigned int c )
{
if ( g_PrevUserCallbackChar ! = nullptr & & window = = ImGui_ImplCocos2dx_GetWindow ( ) )
g_PrevUserCallbackChar ( window , c ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . AddInputCharacter ( c ) ;
}
void ImGui_ImplGlfw_MonitorCallback ( GLFWmonitor * , int )
{
g_WantUpdateMonitors = true ;
}
# endif
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void ImGui_ImplCocos2dx_SetCustomFontLoader ( ImGuiImplCocos2dxLoadFontFun fun , void * userdata )
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{
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g_loadCustomFont = fun ;
g_loadCustomFontUserData = userdata ;
}
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void * ImGui_ImplCocos2dx_GetFontsTexture ( )
{
return g_FontTexture ;
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}
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void ImGui_ImplCocos2dx_SetDeviceObjectsDirty ( )
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{
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g_fontDeviceObjectsDirty = true ;
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}
bool ImGui_ImplCocos2dx_CreateDeviceObjects ( )
{
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if ( g_loadCustomFont )
g_loadCustomFont ( g_loadCustomFontUserData ) ;
ImGui_ImplCocos2dx_createShaderPrograms ( ) ;
ImGui_ImplCocos2dx_CreateFontsTexture ( ) ;
g_fontDeviceObjectsDirty = false ;
return true ;
}
void ImGui_ImplCocos2dx_DestroyDeviceObjects ( )
{
CC_SAFE_RELEASE_NULL ( g_ProgramInfo . program ) ;
CC_SAFE_RELEASE_NULL ( g_ProgramFontInfo . program ) ;
ImGui_ImplCocos2dx_DestroyFontsTexture ( ) ;
}
static bool ImGui_ImplCocos2dx_createShaderPrograms ( ) {
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static auto vertex_shader =
" 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 " ;
static auto fragment_shader =
" #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 "
" gl_FragColor = v_fragmentColor * texture2D(u_texture, v_texCoord.st); \n "
" } \n " ;
static auto fragment_shader_font =
" #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 "
" float a = texture2D(u_texture, v_texCoord.st).a; \n "
" gl_FragColor = vec4(v_fragmentColor.rgb, v_fragmentColor.a * a); \n "
" } \n " ;
CC_SAFE_RELEASE ( g_ProgramInfo . program ) ;
CC_SAFE_RELEASE ( g_ProgramFontInfo . program ) ;
g_ProgramInfo . program = backend : : Device : : getInstance ( ) - > newProgram (
vertex_shader , fragment_shader ) ;
g_ProgramFontInfo . program = backend : : Device : : getInstance ( ) - > newProgram (
vertex_shader , fragment_shader_font ) ;
IM_ASSERT ( g_ProgramInfo . program ) ;
IM_ASSERT ( g_ProgramFontInfo . program ) ;
if ( ! g_ProgramInfo . program | | ! g_ProgramFontInfo . program )
return false ;
for ( auto & p : { & g_ProgramInfo , & g_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 ) ) ;
}
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return true ;
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}
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bool ImGui_ImplCocos2dx_CreateFontsTexture ( )
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{
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// 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 ( g_FontTexture ) ;
g_FontTexture = new Texture2D ( ) ;
g_FontTexture - > setAntiAliasTexParameters ( ) ;
g_FontTexture - > initWithData ( pixels , width * height ,
backend : : PixelFormat : : A8 , width , height , Size ( width , height ) ) ;
io . Fonts - > TexID = ( ImTextureID ) g_FontTexture ;
return true ;
}
void ImGui_ImplCocos2dx_DestroyFontsTexture ( )
{
if ( g_FontTexture )
{
ImGui : : GetIO ( ) . Fonts - > TexID = nullptr ;
CC_SAFE_RELEASE_NULL ( g_FontTexture ) ;
}
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}
//--------------------------------------------------------------------------------------------------------
// 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_ImplCocos2dx_RenderDrawData ( viewport - > DrawData ) ;
}
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bool ImGui_ImplCocos2dx_Init ( bool install_callbacks /*TODO: need check whether callbacks installed at shutdown*/ )
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{
g_Time = 0.0 ;
ImGui : : CreateContext ( ) ;
// Setup back-end capabilities flags
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
# ifdef CC_PLATFORM_PC
// Enable Multi-Viewport / Platform Windows
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// TODO: mac osx have problem when create new window, the game scene will go to black
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# if CC_IMGUI_ENABLE_MULTI_VIEWPORT
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io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ;
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# endif
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//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
const auto window = ImGui_ImplCocos2dx_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
// backend
io . BackendFlags | = ImGuiBackendFlags_RendererHasViewports ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
platform_io . Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow ;
# endif // CC_PLATFORM_PC
io . BackendPlatformName = " imgui_impl_cocos " ;
io . BackendRendererName = " imgui_impl_cocos " ;
// disable auto load and save
io . IniFilename = nullptr ;
# ifdef CC_PLATFORM_PC
// 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_ImplCocos2dx_SetClipboardText ;
io . GetClipboardTextFn = ImGui_ImplCocos2dx_GetClipboardText ;
io . ClipboardUserData = 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 ) ;
g_MouseCursors [ ImGuiMouseCursor_Arrow ] = glfwCreateStandardCursor ( GLFW_ARROW_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_TextInput ] = glfwCreateStandardCursor ( GLFW_IBEAM_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNS ] = glfwCreateStandardCursor ( GLFW_VRESIZE_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeEW ] = glfwCreateStandardCursor ( GLFW_HRESIZE_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_Hand ] = glfwCreateStandardCursor ( GLFW_HAND_CURSOR ) ;
# if GLFW_HAS_NEW_CURSORS
g_MouseCursors [ ImGuiMouseCursor_ResizeAll ] = glfwCreateStandardCursor ( GLFW_RESIZE_ALL_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNESW ] = glfwCreateStandardCursor ( GLFW_RESIZE_NESW_CURSOR ) ;
g_MouseCursors [ ImGuiMouseCursor_ResizeNWSE ] = glfwCreateStandardCursor ( GLFW_RESIZE_NWSE_CURSOR ) ;
g_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.
g_PrevUserCallbackMousebutton = nullptr ;
g_PrevUserCallbackScroll = nullptr ;
g_PrevUserCallbackKey = nullptr ;
g_PrevUserCallbackChar = nullptr ;
if ( install_callbacks )
{
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g_InstalledCallbacks = true ;
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g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback ( window , ImGui_ImplCocos2dx_MouseButtonCallback ) ;
g_PrevUserCallbackScroll = glfwSetScrollCallback ( window , ImGui_ImplCocos2dx_ScrollCallback ) ;
g_PrevUserCallbackKey = glfwSetKeyCallback ( window , ImGui_ImplCocos2dx_KeyCallback ) ;
g_PrevUserCallbackChar = glfwSetCharCallback ( window , ImGui_ImplCocos2dx_CharCallback ) ;
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g_PrevUserCallbackMonitor = glfwSetMonitorCallback ( ImGui_ImplGlfw_MonitorCallback ) ;
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}
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// 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);
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport * main_viewport = ImGui : : GetMainViewport ( ) ;
main_viewport - > PlatformHandle = ( void * ) window ;
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# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
main_viewport - > PlatformHandleRaw = glfwGetWin32Window ( window ) ;
# endif
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
ImGui_ImplGlfw_InitPlatformInterface ( ) ;
# else
/*
auto e = cocos2d : : EventListenerMouse : : create ( ) ;
e - > onMouseDown = [ ] ( cocos2d : : EventMouse * ev )
{
const auto b = ( int ) ev - > getMouseButton ( ) ;
if ( 0 < = b & & b < 5 )
g_MouseJustPressed [ b ] = true ;
} ;
e - > onMouseUp = [ ] ( cocos2d : : EventMouse * ev )
{
const auto b = ( int ) ev - > getMouseButton ( ) ;
if ( 0 < = b & & b < 5 )
g_MouseJustPressed [ b ] = false ;
} ;
e - > onMouseMove = [ ] ( cocos2d : : EventMouse * ev )
{
g_CursorPos . x = ev - > getCursorX ( ) ;
g_CursorPos . y = ev - > getCursorY ( ) ;
} ;
e - > onMouseScroll = [ ] ( cocos2d : : EventMouse * ev )
{
auto & _io = ImGui : : GetIO ( ) ;
_io . MouseWheelH + = ( float ) ev - > getScrollX ( ) ;
_io . MouseWheel + = ( float ) ev - > getScrollY ( ) ;
} ;
cocos2d : : Director : : getInstance ( ) - > getEventDispatcher ( ) - > addEventListenerWithFixedPriority ( e , 1 ) ;
*/
auto e1 = cocos2d : : EventListenerTouchOneByOne : : create ( ) ;
//e1->setSwallowTouches(true);
e1 - > onTouchBegan = [ ] ( Touch * touch , Event * )
{
const auto loc = touch - > getLocationInView ( ) ;
g_CursorPos . x = loc . x ;
g_CursorPos . y = loc . y ;
g_MouseJustPressed [ 0 ] = true ;
return true ;
} ;
e1 - > onTouchMoved = [ ] ( Touch * touch , Event * )
{
const auto loc = touch - > getLocationInView ( ) ;
g_CursorPos . x = loc . x ;
g_CursorPos . y = loc . y ;
g_MouseJustPressed [ 0 ] = true ;
} ;
e1 - > onTouchEnded = [ ] ( Touch * touch , Event * )
{
const auto loc = touch - > getLocationInView ( ) ;
g_CursorPos . x = loc . x ;
g_CursorPos . y = loc . y ;
g_MouseJustPressed [ 0 ] = false ;
} ;
e1 - > onTouchCancelled = [ & ] ( Touch * touch , Event * )
{
g_CursorPos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
g_MouseJustPressed [ 0 ] = false ;
} ;
cocos2d : : Director : : getInstance ( ) - > getEventDispatcher ( ) - > addEventListenerWithFixedPriority ( e1 , 1 ) ;
auto e2 = cocos2d : : EventListenerKeyboard : : create ( ) ;
using KeyCode = cocos2d : : EventKeyboard : : KeyCode ;
e2 - > onKeyPressed = [ ] ( KeyCode k , cocos2d : : Event * ev )
{
auto & _io = ImGui : : GetIO ( ) ;
_io . KeysDown [ ( int ) k ] = true ;
// Modifiers are not reliable across systems
_io . KeyCtrl = _io . KeysDown [ ( int ) KeyCode : : KEY_LEFT_CTRL ] | | _io . KeysDown [ ( int ) KeyCode : : KEY_RIGHT_CTRL ] ;
_io . KeyShift = _io . KeysDown [ ( int ) KeyCode : : KEY_LEFT_SHIFT ] | | _io . KeysDown [ ( int ) KeyCode : : KEY_RIGHT_SHIFT ] ;
_io . KeyAlt = _io . KeysDown [ ( int ) KeyCode : : KEY_LEFT_ALT ] | | _io . KeysDown [ ( int ) KeyCode : : KEY_RIGHT_ALT ] ;
_io . KeySuper = _io . KeysDown [ ( int ) KeyCode : : KEY_HYPER ] ;
} ;
e2 - > onKeyReleased = [ ] ( KeyCode k , cocos2d : : Event * ev )
{
auto & _io = ImGui : : GetIO ( ) ;
_io . KeysDown [ ( int ) k ] = false ;
// Modifiers are not reliable across systems
_io . KeyCtrl = _io . KeysDown [ ( int ) KeyCode : : KEY_LEFT_CTRL ] | | _io . KeysDown [ ( int ) KeyCode : : KEY_RIGHT_CTRL ] ;
_io . KeyShift = _io . KeysDown [ ( int ) KeyCode : : KEY_LEFT_SHIFT ] | | _io . KeysDown [ ( int ) KeyCode : : KEY_RIGHT_SHIFT ] ;
_io . KeyAlt = _io . KeysDown [ ( int ) KeyCode : : KEY_LEFT_ALT ] | | _io . KeysDown [ ( int ) KeyCode : : KEY_RIGHT_ALT ] ;
_io . KeySuper = _io . KeysDown [ ( int ) KeyCode : : KEY_HYPER ] ;
} ;
cocos2d : : Director : : getInstance ( ) - > getEventDispatcher ( ) - > addEventListenerWithFixedPriority ( e2 , 1 ) ;
# endif // CC_PLATFORM_PC
return true ;
}
void ImGui_ImplCocos2dx_Shutdown ( )
{
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const auto window = ImGui_ImplCocos2dx_GetWindow ( ) ;
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ImGui : : DestroyPlatformWindows ( ) ;
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# ifdef CC_PLATFORM_PC
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if ( g_InstalledCallbacks ) {
// Restore mouse and char callback
glfwSetMouseButtonCallback ( window , g_PrevUserCallbackMousebutton ) ;
glfwSetScrollCallback ( window , g_PrevUserCallbackScroll ) ;
glfwSetKeyCallback ( window , g_PrevUserCallbackKey ) ;
glfwSetCharCallback ( window , g_PrevUserCallbackChar ) ;
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glfwSetMonitorCallback ( g_PrevUserCallbackMonitor ) ;
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g_PrevUserCallbackMousebutton = nullptr ;
g_PrevUserCallbackScroll = nullptr ;
g_PrevUserCallbackKey = nullptr ;
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g_PrevUserCallbackChar = nullptr ;
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g_PrevUserCallbackMonitor = nullptr ;
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}
// Destroy cursors
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for ( ImGuiMouseCursor cursor_n = 0 ; cursor_n < ImGuiMouseCursor_COUNT ; cursor_n + + )
{
glfwDestroyCursor ( g_MouseCursors [ cursor_n ] ) ;
g_MouseCursors [ cursor_n ] = nullptr ;
}
# endif // CC_PLATFORM_PC
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ImGui_ImplCocos2dx_DestroyDeviceObjects ( ) ;
ImGui : : DestroyContext ( ) ;
}
static void ImGui_ImplCocos2dx_UpdateMousePosAndButtons ( )
{
# ifdef CC_PLATFORM_PC
const auto g_Window = ImGui_ImplCocos2dx_GetWindow ( ) ;
// Update buttons
ImGuiIO & io = ImGui : : GetIO ( ) ;
for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
{
// 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 [ i ] = g_MouseJustPressed [ i ] | | glfwGetMouseButton ( g_Window , i ) ! = 0 ;
g_MouseJustPressed [ i ] = false ;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io . MousePos ;
io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
io . MouseHoveredViewport = 0 ;
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
for ( int n = 0 ; n < platform_io . Viewports . Size ; n + + )
{
ImGuiViewport * viewport = platform_io . Viewports [ n ] ;
GLFWwindow * window = ( GLFWwindow * ) viewport - > PlatformHandle ;
IM_ASSERT ( window ! = NULL ) ;
# ifdef __EMSCRIPTEN__
const bool focused = true ;
IM_ASSERT ( platform_io . Viewports . Size = = 1 ) ;
# else
const bool focused = glfwGetWindowAttrib ( window , GLFW_FOCUSED ) ! = 0 ;
# endif
if ( focused )
{
if ( io . WantSetMousePos )
{
glfwSetCursorPos ( window , ( double ) mouse_pos_backup . x , ( double ) mouse_pos_backup . y ) ;
}
else
{
double mouse_x , mouse_y ;
glfwGetCursorPos ( 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 ) ;
}
}
for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
io . MouseDown [ i ] | = glfwGetMouseButton ( window , i ) ! = 0 ;
}
// (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 back-end, 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_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
if ( glfwGetWindowAttrib ( window , GLFW_HOVERED ) & & ! ( viewport - > Flags & ImGuiViewportFlags_NoInputs ) )
io . MouseHoveredViewport = viewport - > ID ;
# endif
}
# else
// Update buttons
ImGuiIO & io = ImGui : : GetIO ( ) ;
for ( int i = 0 ; i < IM_ARRAYSIZE ( io . MouseDown ) ; i + + )
{
// g_MouseJustPressed represents touch state on mobile platforms
io . MouseDown [ i ] = g_MouseJustPressed [ i ] ;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io . MousePos ;
io . MousePos = ImVec2 ( - FLT_MAX , - FLT_MAX ) ;
if ( io . WantSetMousePos )
{
io . MousePos = mouse_pos_backup ;
}
else
{
if ( g_CursorPos . x ! = - FLT_MAX & & g_CursorPos . y ! = - FLT_MAX )
{
// convert g_CursorPos
const auto glv = cocos2d : : Director : : getInstance ( ) - > getOpenGLView ( ) ;
const auto rect = glv - > getViewPortRect ( ) ;
io . MousePos . x = g_CursorPos . x * glv - > getScaleX ( ) + rect . origin . x ;
io . MousePos . y = g_CursorPos . y * glv - > getScaleY ( ) + rect . origin . y ;
}
}
# endif // CC_PLATFORM_PC
}
static void ImGui_ImplCocos2dx_UpdateMouseCursor ( )
{
# ifdef CC_PLATFORM_PC
const auto g_Window = ImGui_ImplCocos2dx_GetWindow ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( ( io . ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange ) | | glfwGetInputMode ( g_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 + + )
{
GLFWwindow * window = ( GLFWwindow * ) platform_io . Viewports [ n ] - > PlatformHandle ;
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 , g_MouseCursors [ imgui_cursor ] ? g_MouseCursors [ imgui_cursor ] : g_MouseCursors [ ImGuiMouseCursor_Arrow ] ) ;
glfwSetInputMode ( window , GLFW_CURSOR , GLFW_CURSOR_NORMAL ) ;
}
}
# endif // CC_PLATFORM_PC
}
static void ImGui_ImplCocos2dx_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 ;
# ifdef CC_PLATFORM_PC
# 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
# else
//TODO:
# endif // CC_PLATFORM_PC
if ( axes_count > 0 & & buttons_count > 0 )
io . BackendFlags | = ImGuiBackendFlags_HasGamepad ;
else
io . BackendFlags & = ~ ImGuiBackendFlags_HasGamepad ;
}
static void ImGui_ImplGlfw_UpdateMonitors ( )
{
# ifdef CC_PLATFORM_PC
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 ) ;
}
g_WantUpdateMonitors = false ;
# endif // CC_PLATFORM_PC
}
void ImGui_ImplCocos2dx_NewFrame ( )
{
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static std : : chrono : : steady_clock : : time_point s_lastFrameTime ;
// 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 - s_lastFrameTime ) . count ( ) / 1000000.0f ;
deltaTime = cocos2d : : clampf ( deltaTime , CC_IMGUI_MIN_DELTA , CC_IMGUI_MAX_DELTA ) ;
s_lastFrameTime = now ;
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g_CallbackCommands . clear ( ) ;
g_CustomCommands . clear ( ) ;
g_ProgramStates . clear ( ) ;
if ( ! g_FontTexture )
ImGui_ImplCocos2dx_CreateDeviceObjects ( ) ;
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else if ( g_fontDeviceObjectsDirty )
{ // recreate device objects, fonts also should be device objects
ImGui_ImplCocos2dx_DestroyDeviceObjects ( ) ;
ImGui_ImplCocos2dx_CreateDeviceObjects ( ) ;
}
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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 ;
# ifdef CC_PLATFORM_PC
const auto g_Window = ImGui_ImplCocos2dx_GetWindow ( ) ;
glfwGetWindowSize ( g_Window , & w , & h ) ;
glfwGetFramebufferSize ( g_Window , & buffer_w , & buffer_h ) ;
# else
auto glv = cocos2d : : Director : : getInstance ( ) - > getOpenGLView ( ) ;
const auto frame_size = glv - > getFrameSize ( ) ;
//const auto buffer_size = glv->getDesignResolutionSize();
w = buffer_w = frame_size . width ;
h = buffer_h = frame_size . height ;
# endif // CC_PLATFORM_PC
io . DisplaySize = ImVec2 ( ( float ) w , ( float ) h ) ;
if ( w > 0 & & h > 0 )
io . DisplayFramebufferScale = ImVec2 ( ( float ) buffer_w / w , ( float ) buffer_h / h ) ;
# ifdef CC_PLATFORM_PC
if ( g_WantUpdateMonitors )
ImGui_ImplGlfw_UpdateMonitors ( ) ;
# endif // CC_PLATFORM_PC
// Setup time step
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io . DeltaTime = deltaTime ;
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ImGui_ImplCocos2dx_UpdateMousePosAndButtons ( ) ;
ImGui_ImplCocos2dx_UpdateMouseCursor ( ) ;
// Update game controllers (if enabled and available)
ImGui_ImplCocos2dx_UpdateGamepads ( ) ;
ImGui : : NewFrame ( ) ;
}
# ifdef CC_PLATFORM_PC
//--------------------------------------------------------------------------------------------------------
// 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 ImGuiViewportDataGlfw
{
GLFWwindow * Window ;
bool WindowOwned ;
int IgnoreWindowPosEventFrame ;
int IgnoreWindowSizeEventFrame ;
ImGuiViewportDataGlfw ( ) { Window = NULL ; WindowOwned = false ; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = - 1 ; }
~ ImGuiViewportDataGlfw ( ) { IM_ASSERT ( Window = = NULL ) ; }
} ;
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 ) )
{
if ( ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData )
{
bool ignore_event = ( ImGui : : GetFrameCount ( ) < = data - > IgnoreWindowPosEventFrame + 1 ) ;
//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 ) )
{
if ( ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData )
{
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 )
{
ImGuiViewportDataGlfw * data = IM_NEW ( ImGuiViewportDataGlfw ) ( ) ;
viewport - > PlatformUserData = data ;
// 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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# if CC_IMGUI_ENABLE_MULTI_VIEWPORT
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GLFWwindow * share_window = ImGui_ImplCocos2dx_GetWindow ( ) ;
# else
GLFWwindow * share_window = nullptr ;
# endif
data - > Window = glfwCreateWindow ( ( int ) viewport - > Size . x , ( int ) viewport - > Size . y , " No Title Yet " , nullptr , share_window ) ;
data - > WindowOwned = true ;
viewport - > PlatformHandle = ( void * ) data - > Window ;
# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
viewport - > PlatformHandleRaw = glfwGetWin32Window ( data - > Window ) ;
# endif
glfwSetWindowPos ( data - > Window , ( int ) viewport - > Pos . x , ( int ) viewport - > Pos . y ) ;
// Install GLFW callbacks for secondary viewports
glfwSetMouseButtonCallback ( data - > Window , ImGui_ImplCocos2dx_MouseButtonCallback ) ;
glfwSetScrollCallback ( data - > Window , ImGui_ImplCocos2dx_ScrollCallback ) ;
glfwSetKeyCallback ( data - > Window , ImGui_ImplCocos2dx_KeyCallback ) ;
glfwSetCharCallback ( data - > Window , ImGui_ImplCocos2dx_CharCallback ) ;
glfwSetWindowCloseCallback ( data - > Window , ImGui_ImplGlfw_WindowCloseCallback ) ;
glfwSetWindowPosCallback ( data - > Window , ImGui_ImplGlfw_WindowPosCallback ) ;
glfwSetWindowSizeCallback ( data - > Window , ImGui_ImplGlfw_WindowSizeCallback ) ;
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# if CC_IMGUI_ENABLE_MULTI_VIEWPORT
// TODO: metal
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const auto window = data - > Window ;
glfwMakeContextCurrent ( window ) ;
glfwSwapInterval ( 0 ) ;
AddRendererCommand ( [ = ] ( )
{
glfwMakeContextCurrent ( window ) ;
} ) ;
# endif
}
static void ImGui_ImplGlfw_DestroyWindow ( ImGuiViewport * viewport )
{
if ( ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData )
{
if ( data - > WindowOwned )
{
const auto window = data - > Window ;
const auto PlatformHandleRaw = viewport - > PlatformHandleRaw ;
AddRendererCommand ( [ = ] ( )
{
# if GLFW_HAS_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
HWND hwnd = PlatformHandleRaw ;
: : RemovePropA ( hwnd , " IMGUI_VIEWPORT " ) ;
# endif
glfwDestroyWindow ( window ) ;
} ) ;
}
data - > Window = NULL ;
IM_DELETE ( data ) ;
}
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.
ImGuiViewport * viewport = ( ImGuiViewport * ) : : GetPropA ( hWnd , " IMGUI_VIEWPORT " ) ;
if ( viewport - > Flags & ImGuiViewportFlags_NoInputs )
return HTTRANSPARENT ;
}
return : : CallWindowProc ( g_GlfwWndProc , hWnd , msg , wParam , lParam ) ;
}
# endif
static void ImGui_ImplGlfw_ShowWindow ( ImGuiViewport * viewport )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
# 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_GLFW_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 ( data - > Window ) ;
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos ( ImGuiViewport * viewport )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
int x = 0 , y = 0 ;
glfwGetWindowPos ( data - > Window , & x , & y ) ;
return ImVec2 ( ( float ) x , ( float ) y ) ;
}
static void ImGui_ImplGlfw_SetWindowPos ( ImGuiViewport * viewport , ImVec2 pos )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
glfwSetWindowPos ( data - > Window , ( int ) pos . x , ( int ) pos . y ) ;
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize ( ImGuiViewport * viewport )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
int w = 0 , h = 0 ;
glfwGetWindowSize ( data - > Window , & w , & h ) ;
return ImVec2 ( ( float ) w , ( float ) h ) ;
}
static void ImGui_ImplGlfw_SetWindowSize ( ImGuiViewport * viewport , ImVec2 size )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
# 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 ( data - > Window , & x , & y ) ;
glfwGetWindowSize ( data - > Window , & width , & height ) ;
glfwSetWindowPos ( data - > Window , x , y - height + size . y ) ;
# endif
data - > IgnoreWindowSizeEventFrame = ImGui : : GetFrameCount ( ) ;
glfwSetWindowSize ( data - > Window , ( int ) size . x , ( int ) size . y ) ;
}
static void ImGui_ImplGlfw_SetWindowTitle ( ImGuiViewport * viewport , const char * title )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
glfwSetWindowTitle ( data - > Window , title ) ;
}
static void ImGui_ImplGlfw_SetWindowFocus ( ImGuiViewport * viewport )
{
# if GLFW_HAS_FOCUS_WINDOW
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
glfwFocusWindow ( data - > 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 )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
return glfwGetWindowAttrib ( data - > Window , GLFW_FOCUSED ) ! = 0 ;
}
static bool ImGui_ImplGlfw_GetWindowMinimized ( ImGuiViewport * viewport )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
return glfwGetWindowAttrib ( data - > Window , GLFW_ICONIFIED ) ! = 0 ;
}
# if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha ( ImGuiViewport * viewport , float alpha )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
glfwSetWindowOpacity ( data - > Window , alpha ) ;
}
# endif
static void ImGui_ImplGlfw_RenderWindow ( ImGuiViewport * viewport , void * )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
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# if CC_IMGUI_ENABLE_MULTI_VIEWPORT
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const auto window = data - > Window ;
glfwMakeContextCurrent ( window ) ;
AddRendererCommand ( [ = ] ( )
{
glfwMakeContextCurrent ( window ) ;
} ) ;
# endif
}
static void ImGui_ImplGlfw_SwapBuffers ( ImGuiViewport * viewport , void * )
{
ImGuiViewportDataGlfw * data = ( ImGuiViewportDataGlfw * ) viewport - > PlatformUserData ;
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# if CC_IMGUI_ENABLE_MULTI_VIEWPORT
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const auto window = data - > Window ;
glfwMakeContextCurrent ( window ) ;
AddRendererCommand ( [ = ] ( )
{
glfwMakeContextCurrent ( window ) ;
glfwSwapBuffers ( window ) ;
} ) ;
# endif
}
//--------------------------------------------------------------------------------------------------------
// IME (Input Method Editor) basic support for e.g. Asian language users
//--------------------------------------------------------------------------------------------------------
# if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
# include <imm.h>
# ifdef _MSC_VER
# pragma comment(lib, "imm32")
# endif
static void ImGui_ImplCocos2dx_SetImeInputPos ( ImGuiViewport * viewport , ImVec2 pos )
{
const auto hwnd = ( HWND ) glfwGetWin32Window ( ImGui_ImplCocos2dx_GetWindow ( ) ) ;
if ( hwnd )
if ( HIMC himc = : : ImmGetContext ( hwnd ) )
{
COMPOSITIONFORM cf = {
CFS_FORCE_POSITION ,
{ ( LONG ) ( pos . x - viewport - > Pos . x ) , ( LONG ) ( pos . y - viewport - > Pos . y ) } ,
{ 0 , 0 , 0 , 0 } } ;
: : ImmSetCompositionWindow ( himc , & cf ) ;
: : ImmReleaseContext ( hwnd , himc ) ;
}
}
# else
static void ImGui_ImplCocos2dx_SetImeInputPos ( ImGuiViewport * viewport , ImVec2 pos ) { }
# endif
static void ImGui_ImplGlfw_InitPlatformInterface ( )
{
// Register platform interface (will be coupled with a renderer interface)
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
platform_io . Platform_SetImeInputPos = ImGui_ImplCocos2dx_SetImeInputPos ;
// 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 ( ) ;
ImGuiViewportDataGlfw * data = IM_NEW ( ImGuiViewportDataGlfw ) ( ) ;
const auto window = ImGui_ImplCocos2dx_GetWindow ( ) ;
data - > Window = window ;
data - > WindowOwned = false ;
main_viewport - > PlatformUserData = data ;
main_viewport - > PlatformHandle = ( void * ) window ;
}
static void ImGui_ImplGlfw_ShutdownPlatformInterface ( )
{
}
# endif // CC_PLATFORM_PC