mirror of https://github.com/axmolengine/axmol.git
1328 lines
50 KiB
C++
1328 lines
50 KiB
C++
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#include "imgui_impl_cocos2dx.h"
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#include "cocos2d.h"
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#include "renderer/backend/Backend.h"
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#include <functional>
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#ifdef CC_PLATFORM_PC
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// GLFW
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#ifdef _WIN32
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#include "glfw3.h"
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#undef APIENTRY
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#ifndef GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WIN32
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#endif
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#include "glfw3native.h"
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#else
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#include <glfw3.h>
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#endif // _WIN32
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static_assert(
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GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300,
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"glfw version should be 3.3+");
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// 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
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#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310)
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#ifdef GLFW_RESIZE_NESW_CURSOR
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400)
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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#endif // CC_PLATFORM_PC
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using namespace cocos2d;
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using namespace backend;
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// GLFW data
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static double g_Time = 0.0;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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static ImVec2 g_CursorPos = ImVec2(-FLT_MAX, -FLT_MAX);
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#ifdef CC_PLATFORM_PC
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { nullptr };
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = nullptr;
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static GLFWscrollfun g_PrevUserCallbackScroll = nullptr;
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static GLFWkeyfun g_PrevUserCallbackKey = nullptr;
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static GLFWcharfun g_PrevUserCallbackChar = nullptr;
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static bool g_WantUpdateMonitors = true;
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// Forward Declarations
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static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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static void ImGui_ImplGlfw_UpdateMonitors();
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#endif // CC_PLATFORM_PC
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struct ProgramInfo
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{
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Program* program = nullptr;
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// Uniforms location
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UniformLocation texture;
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UniformLocation projection;
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// Vertex attributes location
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int position = 0;
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int uv = 0;
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int color = 0;
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VertexLayout layout;
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};
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static ProgramInfo g_ProgramInfo;
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static ProgramInfo g_ProgramFontInfo;
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static Texture2D* g_FontTexture = nullptr;
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static Mat4 g_Projection;
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constexpr IndexFormat g_IndexFormat = sizeof(ImDrawIdx) == 2 ? IndexFormat::U_SHORT : IndexFormat::U_INT;
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static std::vector<std::shared_ptr<CallbackCommand>> g_CallbackCommands;
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static std::vector<std::shared_ptr<CustomCommand>> g_CustomCommands;
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static Vector<ProgramState*> g_ProgramStates;
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static void AddRendererCommand(const std::function<void()>& f)
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{
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const auto renderer = Director::getInstance()->getRenderer();
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auto cmd = std::make_shared<CallbackCommand>();
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g_CallbackCommands.push_back(cmd);
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cmd->init(0.f);
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cmd->func = f;
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renderer->addCommand(cmd.get());
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}
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#ifdef CC_PLATFORM_PC
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static GLFWwindow* ImGui_ImplCocos2dx_GetWindow()
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{
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const auto glv = (GLViewImpl*)Director::getInstance()->getOpenGLView();
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return glv->getWindow();
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}
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#endif // CC_PLATFORM_PC
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static void ImGui_ImplCocos2dx_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
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{
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const auto renderer = Director::getInstance()->getRenderer();
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// setup
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AddRendererCommand([=]()
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{
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renderer->setCullMode(backend::CullMode::NONE);
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renderer->setDepthTest(false);
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renderer->setScissorTest(true);
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renderer->setViewPort(0, 0, fb_width, fb_height);
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});
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const auto L = draw_data->DisplayPos.x;
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const auto R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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const auto T = draw_data->DisplayPos.y;
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const auto B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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Mat4::createOrthographicOffCenter(L, R, B, T, -1.f, 1.f, &g_Projection);
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}
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struct SavedRenderState
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{
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backend::CullMode cull;
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Viewport vp;
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ScissorRect scissorRect;
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bool scissorTest;
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bool depthTest;
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};
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static SavedRenderState g_SavedRenderState;
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void ImGui_ImplCocos2dx_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays
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// (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0)
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return;
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const auto renderer = Director::getInstance()->getRenderer();
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// store
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AddRendererCommand([renderer]()
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{
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g_SavedRenderState.cull = renderer->getCullMode();
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g_SavedRenderState.vp = renderer->getViewport();
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g_SavedRenderState.scissorTest = renderer->getScissorTest();
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g_SavedRenderState.scissorRect = renderer->getScissorRect();
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g_SavedRenderState.depthTest = renderer->getDepthTest();
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});
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ImGui_ImplCocos2dx_SetupRenderState(draw_data, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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size_t ibuffer_offset = 0;
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// Upload vertex/index buffers
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const auto vsize = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
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IM_ASSERT(vsize > 0);
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auto vbuffer = backend::Device::getInstance()->newBuffer(
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vsize, BufferType::VERTEX, BufferUsage::STATIC);
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vbuffer->autorelease();
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vbuffer->updateData(cmd_list->VtxBuffer.Data, vsize);
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const auto isize = cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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IM_ASSERT(isize > 0);
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auto ibuffer = backend::Device::getInstance()->newBuffer(
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isize, BufferType::INDEX, BufferUsage::STATIC);
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ibuffer->autorelease();
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ibuffer->updateData(cmd_list->IdxBuffer.Data, isize);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user
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// to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplCocos2dx_SetupRenderState(draw_data, fb_width, fb_height);
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else
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{
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AddRendererCommand([=]()
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{
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pcmd->UserCallback(cmd_list, pcmd);
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});
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}
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height &&
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clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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AddRendererCommand([=]()
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{
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renderer->setScissorRect(
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clip_rect.x,
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fb_height - clip_rect.w,
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clip_rect.z - clip_rect.x,
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clip_rect.w - clip_rect.y);
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});
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if (typeid(*((Ref*)pcmd->TextureId)) == typeid(Texture2D))
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{
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auto tex = (Texture2D*)pcmd->TextureId;
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auto cmd = std::make_shared<CustomCommand>();
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g_CustomCommands.push_back(cmd);
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cmd->init(0.f, BlendFunc::ALPHA_NON_PREMULTIPLIED);
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const auto pinfo = tex == g_FontTexture ? &g_ProgramFontInfo : &g_ProgramInfo;
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// create new ProgramState
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auto state = new ProgramState(pinfo->program);
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state->autorelease();
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g_ProgramStates.pushBack(state);
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auto& desc = cmd->getPipelineDescriptor();
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desc.programState = state;
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// setup attributes for ImDrawVert
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*desc.programState->getVertexLayout() = pinfo->layout;
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desc.programState->setUniform(pinfo->projection, &g_Projection, sizeof(Mat4));
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desc.programState->setTexture(pinfo->texture, 0, tex->getBackendTexture());
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// set vertex/index buffer
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cmd->setIndexBuffer(ibuffer, g_IndexFormat);
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cmd->setVertexBuffer(vbuffer);
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cmd->setDrawType(CustomCommand::DrawType::ELEMENT);
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cmd->setPrimitiveType(PrimitiveType::TRIANGLE);
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cmd->setIndexDrawInfo(ibuffer_offset, pcmd->ElemCount);
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renderer->addCommand(cmd.get());
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}
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else
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{
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auto node = (Node*)pcmd->TextureId;
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const auto tr = node->getNodeToParentTransform();
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node->setVisible(true);
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node->setNodeToParentTransform(tr);
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const auto& proj = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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node->visit(Director::getInstance()->getRenderer(), proj.getInversed() * g_Projection, 0);
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node->setVisible(false);
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}
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}
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}
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ibuffer_offset += pcmd->ElemCount;
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}
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}
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// restore
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AddRendererCommand([renderer]()
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{
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renderer->setCullMode(g_SavedRenderState.cull);
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auto& vp = g_SavedRenderState.vp;
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renderer->setViewPort(vp.x, vp.y, vp.w, vp.h);
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renderer->setScissorTest(g_SavedRenderState.scissorTest);
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auto& sc = g_SavedRenderState.scissorRect;
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renderer->setScissorRect(sc.x, sc.y, sc.width, sc.height);
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renderer->setDepthTest(g_SavedRenderState.depthTest);
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});
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}
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void ImGui_ImplCocos2dx_RenderPlatform()
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{
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#ifdef CC_PLATFORM_PC
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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GLFWwindow* backup_current_context = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backup_current_context);
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AddRendererCommand([=]()
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{
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glfwMakeContextCurrent(backup_current_context);
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});
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}
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#endif
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}
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static const char* ImGui_ImplCocos2dx_GetClipboardText(void* user_data)
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{
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#ifdef CC_PLATFORM_PC
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return glfwGetClipboardString((GLFWwindow*)user_data);
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#else
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return "";
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#endif
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}
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static void ImGui_ImplCocos2dx_SetClipboardText(void* user_data, const char* text)
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{
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#ifdef CC_PLATFORM_PC
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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#else
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#endif
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}
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#ifdef CC_PLATFORM_PC
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void ImGui_ImplCocos2dx_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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if (g_PrevUserCallbackMousebutton != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
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g_PrevUserCallbackMousebutton(window, button, action, mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
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g_MouseJustPressed[button] = true;
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}
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void ImGui_ImplCocos2dx_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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if (g_PrevUserCallbackScroll != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
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g_PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheelH += (float)xoffset;
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplCocos2dx_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (g_PrevUserCallbackKey != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
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g_PrevUserCallbackKey(window, key, scancode, action, mods);
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if (key < 0)
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return;
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ImGuiIO& io = ImGui::GetIO();
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if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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if (action == GLFW_RELEASE)
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io.KeysDown[key] = false;
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// Modifiers are not reliable across systems
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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}
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void ImGui_ImplCocos2dx_CharCallback(GLFWwindow* window, unsigned int c)
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{
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if (g_PrevUserCallbackChar != nullptr && window == ImGui_ImplCocos2dx_GetWindow())
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g_PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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io.AddInputCharacter(c);
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}
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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g_WantUpdateMonitors = true;
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}
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#endif
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bool ImGui_ImplCocos2dx_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small)
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// because it is more likely to be compatible with user's existing shaders.
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// If your ImTextureId represent a higher-level concept than just a GL texture id,
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// consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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CC_SAFE_RELEASE(g_FontTexture);
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g_FontTexture = new Texture2D();
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g_FontTexture->setAntiAliasTexParameters();
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g_FontTexture->initWithData(pixels, width*height,
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backend::PixelFormat::A8, width, height, Size(width, height));
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io.Fonts->TexID = (ImTextureID)g_FontTexture;
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return true;
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}
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void ImGui_ImplCocos2dx_DestroyFontsTexture()
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{
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if (g_FontTexture)
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{
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ImGui::GetIO().Fonts->TexID = nullptr;
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CC_SAFE_DELETE(g_FontTexture);
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}
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}
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bool ImGui_ImplCocos2dx_CreateDeviceObjects()
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{
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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));
|
||
|
}
|
||
|
|
||
|
ImGui_ImplCocos2dx_CreateFontsTexture();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplCocos2dx_DestroyDeviceObjects()
|
||
|
{
|
||
|
CC_SAFE_RELEASE_NULL(g_ProgramInfo.program);
|
||
|
CC_SAFE_RELEASE_NULL(g_ProgramFontInfo.program);
|
||
|
ImGui_ImplCocos2dx_DestroyFontsTexture();
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------
|
||
|
// 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);
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplCocos2dx_Init(bool install_callbacks)
|
||
|
{
|
||
|
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
|
||
|
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
|
||
|
//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)
|
||
|
{
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
|
||
|
ImGui_ImplGlfw_UpdateMonitors();
|
||
|
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*)window;
|
||
|
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
|
||
|
main_viewport->PlatformHandleRaw = glfwGetWin32Window(window);
|
||
|
#endif
|
||
|
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()
|
||
|
{
|
||
|
ImGui::DestroyPlatformWindows();
|
||
|
#ifdef CC_PLATFORM_PC
|
||
|
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
|
||
|
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()
|
||
|
{
|
||
|
g_CallbackCommands.clear();
|
||
|
g_CustomCommands.clear();
|
||
|
g_ProgramStates.clear();
|
||
|
|
||
|
if (!g_FontTexture)
|
||
|
ImGui_ImplCocos2dx_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;
|
||
|
#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
|
||
|
io.DeltaTime = Director::getInstance()->getDeltaTime();
|
||
|
|
||
|
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
|
||
|
#ifdef CC_USE_GL
|
||
|
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);
|
||
|
#ifdef CC_USE_GL
|
||
|
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;
|
||
|
#ifdef CC_USE_GL
|
||
|
const auto window = data->Window;
|
||
|
glfwMakeContextCurrent(window);
|
||
|
AddRendererCommand([=]()
|
||
|
{
|
||
|
glfwMakeContextCurrent(window);
|
||
|
});
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
||
|
{
|
||
|
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||
|
#ifdef CC_USE_GL
|
||
|
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;
|
||
|
|
||
|
// Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784)
|
||
|
ImGui_ImplGlfw_UpdateMonitors();
|
||
|
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||
|
|
||
|
// 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
|