#include "imgui_impl_ax_android.h" #include "cocos2d.h" #include "renderer/backend/Backend.h" #include #include #include #include #include #include #include "base/IMEDelegate.h" USING_NS_AX; using namespace backend; // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #endif // Text handling class KeyboardInputDelegate : public IMEDelegate { protected: bool canAttachWithIME() override { return true; } bool canDetachWithIME() override { return true; } void controlKey(EventKeyboard::KeyCode keyCode) override { // Not handled at the moment } void insertText(const char* text, size_t len) override { ImGuiIO& io = ImGui::GetIO(); for (int i = 0; i < len && text[i] != 0; ++i) { io.AddInputCharacter(text[i]); } } }; // Android data static char g_LogTag[] = "ImGuiAndroid"; // axmol spec data constexpr IndexFormat IMGUI_INDEX_FORMAT = sizeof(ImDrawIdx) == 2 ? IndexFormat::U_SHORT : IndexFormat::U_INT; struct ProgramInfoData { Program* program = nullptr; // Uniforms location UniformLocation texture{}; UniformLocation projection{}; // Vertex attributes location int position = 0; int uv = 0; int color = 0; VertexLayout layout{}; }; struct SavedRenderStateData { backend::CullMode cull{}; Viewport vp{}; ScissorRect scissorRect{}; bool scissorTest{}; bool depthTest{}; }; // end of axmol spec struct ImGui_ImplAndroid_Data { GLView* Window; double Time; bool InstalledCallbacks; // ImGui_ImplAndroid_Data() { memset(this, 0, sizeof(*this)); } // axmol spec data std::chrono::steady_clock::time_point LastFrameTime{}; ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr; void* LoadCustomFontUserData = nullptr; ProgramInfoData ProgramInfo{}; ProgramInfoData ProgramFontInfo{}; bool FontDeviceObjectsDirty = false; Texture2D* FontTexture = nullptr; Mat4 Projection; ImVec2 LastValidMousePos; EventListener* TouchListener = nullptr; // std::vector> CallbackCommands{}; std::vector> CustomCommands{}; Vector ProgramStates{}; SavedRenderStateData SavedRenderState{}; Vec2 ViewResolution = Vec2(1920, 1080); KeyboardInputDelegate KeyboardInputDelegate; }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts static ImGui_ImplAndroid_Data* ImGui_ImplAndroid_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAndroid_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } // Forward Declarations static void ImGui_ImplAndroid_ShutdownPlatformInterface(); static ax::Vec2 convertToUICoordinates(const Vec2& pos) { auto* bd = ImGui_ImplAndroid_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); auto origin = bd->Window->getVisibleOrigin(); auto uiX = ((pos.x - origin.x) * bd->Window->getScaleX()) / io.DisplayFramebufferScale.x; auto uiY = ((pos.y - origin.y) * bd->Window->getScaleY()) / io.DisplayFramebufferScale.y; return Vec2(uiX, uiY); } // Functions static bool ImGui_ImplAndroid_Init(GLView* window, bool install_callbacks) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); // Setup backend capabilities flags ImGui_ImplAndroid_Data* bd = IM_NEW(ImGui_ImplAndroid_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_android"; //io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) bd->Window = window; bd->Time = 0.0; io.ClipboardUserData = bd->Window; // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)bd->Window; io.AddFocusEvent(true); auto* touchListener = EventListenerTouchOneByOne::create(); touchListener->setSwallowTouches(true); touchListener->retain(); bd->TouchListener = touchListener; touchListener->onTouchBegan = [](Touch* touch, Event* event) -> bool { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); auto location = convertToUICoordinates(touch->getLocationInView()); io.AddMousePosEvent(location.x, location.y); bd->LastValidMousePos = ImVec2(location.x, location.y); io.AddMouseButtonEvent(0, true); ImGui::UpdateHoveredWindowAndCaptureFlags(); if (ImGui::GetIO().WantCaptureMouse) { event->stopPropagation(); } // We can't check if we're actually hovering over a ImGui element, since the // AddMousePosEvent is not instant, it's queued. So, just return true here // to indicate that we're handling this event. return true; }; touchListener->onTouchMoved = [](Touch* touch, Event* /*event*/) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); auto location = convertToUICoordinates(touch->getLocationInView()); io.AddMousePosEvent(location.x, location.y); bd->LastValidMousePos = ImVec2(location.x, location.y); }; touchListener->onTouchEnded = [](Touch* touch, Event* event) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); auto location = convertToUICoordinates(touch->getLocationInView()); io.AddMousePosEvent(location.x, location.y); bd->LastValidMousePos = ImVec2(location.x, location.y); io.AddMouseButtonEvent(0, false); if (ImGui::GetIO().WantTextInput) { bd->KeyboardInputDelegate.attachWithIME(); bd->Window->setIMEKeyboardState(true); } else { bd->KeyboardInputDelegate.detachWithIME(); bd->Window->setIMEKeyboardState(false); } }; touchListener->onTouchCancelled = [](Touch* touch, Event* /*event*/) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); auto location = convertToUICoordinates(touch->getLocationInView()); io.AddMousePosEvent(location.x, location.y); bd->LastValidMousePos = ImVec2(location.x, location.y); io.AddMouseButtonEvent(0, false); }; Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(touchListener, 1); return true; } IMGUI_IMPL_API void ImGui_ImplAx_RenderPlatform() { if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } } void ImGui_ImplAndroid_Shutdown() { ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAndroid_ShutdownPlatformInterface(); io.BackendPlatformName = NULL; io.BackendPlatformUserData = NULL; IM_DELETE(bd); } void ImGui_ImplAndroid_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAndroid_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int32_t window_width = bd->ViewResolution.width; int32_t window_height = bd->ViewResolution.height; int display_width = bd->Window->getFrameSize().width; int display_height = bd->Window->getFrameSize().height; io.DisplaySize = ImVec2((float)window_width, (float)window_height); if (window_width > 0 && window_height > 0) io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); // Setup time step struct timespec current_timespec; clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplAndroid_ViewportData { GLView* Window; bool WindowOwned; int IgnoreWindowPosEventFrame; int IgnoreWindowSizeEventFrame; ImGui_ImplAndroid_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } ~ImGui_ImplAndroid_ViewportData() { IM_ASSERT(Window == NULL); } }; static void ImGui_ImplAndroid_WindowCloseCallback(GLView* window) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) viewport->PlatformRequestClose = true; } static void ImGui_ImplAndroid_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } #if defined(__clang__) #pragma clang diagnostic pop #endif ////////////////////////// axmol spec ///////////////////////// #define AX_PTR_CAST(v, pointer_type) reinterpret_cast(v) // fps macro #define AX_IMGUI_DEFAULT_DELTA (1 / 60.f) #define AX_IMGUI_MIN_DELTA (1 / 1000.f) #define AX_IMGUI_MAX_DELTA (1 / 30.f) enum { GlfwClientApi_Axmol = 0xadee, }; // axmol spec bool ImGui_ImplAndroid_InitForAx(GLView* window, bool install_callbacks) { return ImGui_ImplAndroid_Init(window, install_callbacks); } struct ImGui_ImplAx_Data { // axmol spec data ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr; void* LoadCustomFontUserData = nullptr; ProgramInfoData ProgramInfo{}; ProgramInfoData ProgramFontInfo{}; bool FontDeviceObjectsDirty = false; Texture2D* FontTexture = nullptr; Mat4 Projection; std::vector> CallbackCommands{}; std::vector> CustomCommands{}; Vector ProgramStates{}; SavedRenderStateData SavedRenderState{}; }; static bool ImGui_ImplAx_CreateFontsTexture(); static void ImGui_ImplAx_DestroyFontsTexture(); static void ImGui_ImplAx_DestroyDeviceObjects(); static bool ImGui_ImplAx_CreateDeviceObjects(); static void ImGui_ImplAx_RenderWindow(ImGuiViewport* viewport, void*); static void AddRendererCommand(const std::function& f); static bool ImGui_ImplAx_createShaderPrograms(); static void ImGui_ImplAx_Renderer_RenderWindow(ImGuiViewport* viewport, void*); static void ImGui_ImplAx_InitPlatformInterface() { // Register platform interface (will be coupled with a renderer interface) ImGui_ImplAndroid_Data* bd = ImGui_ImplAndroid_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_RenderWindow = ImGui_ImplAx_Renderer_RenderWindow; } void ImGui_ImplAx_Init() { auto bd = ImGui_ImplAndroid_GetBackendData(); auto& io = ImGui::GetIO(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_axmol"; io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // axmol spec: disable auto load and save io.IniFilename = nullptr; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplAx_InitPlatformInterface(); } void ImGui_ImplAx_Shutdown() { ImGui_ImplAx_DestroyDeviceObjects(); } IMGUI_IMPL_API void ImGui_ImplAx_NewFrame() { auto bd = ImGui_ImplAndroid_GetBackendData(); //bd->CallbackCommands.clear(); bd->CustomCommands.clear(); bd->ProgramStates.clear(); if (!bd->FontTexture) ImGui_ImplAx_CreateDeviceObjects(); else if (bd->FontDeviceObjectsDirty) { // recreate device objects, fonts also should be device objects ImGui_ImplAx_DestroyDeviceObjects(); ImGui_ImplAx_CreateDeviceObjects(); } } IMGUI_IMPL_API void ImGui_ImplAx_SetCustomFontLoader(ImGuiImplCocos2dxLoadFontFun fun, void* userdata) { auto bd = ImGui_ImplAndroid_GetBackendData(); bd->LoadCustomFont = fun; bd->LoadCustomFontUserData = userdata; } IMGUI_IMPL_API void* ImGui_ImplAx_GetFontsTexture() { auto bd = ImGui_ImplAndroid_GetBackendData(); return bd->FontTexture; } IMGUI_IMPL_API void ImGui_ImplAx_SetDeviceObjectsDirty() { auto bd = ImGui_ImplAndroid_GetBackendData(); bd->FontDeviceObjectsDirty = true; } IMGUI_IMPL_API void ImGui_ImplAx_SetViewResolution(float width, float height) { auto bd = ImGui_ImplAndroid_GetBackendData(); bd->ViewResolution = Vec2(width, height); } static bool ImGui_ImplAx_CreateDeviceObjects() { auto bd = ImGui_ImplAndroid_GetBackendData(); if (bd->LoadCustomFont) bd->LoadCustomFont(bd->LoadCustomFontUserData); ImGui_ImplAx_createShaderPrograms(); ImGui_ImplAx_CreateFontsTexture(); bd->FontDeviceObjectsDirty = false; return true; } static void ImGui_ImplAx_DestroyDeviceObjects() { auto bd = ImGui_ImplAndroid_GetBackendData(); Director::getInstance()->getEventDispatcher()->removeEventListener(bd->TouchListener); AX_SAFE_RELEASE_NULL(bd->TouchListener); ImGui_ImplAx_DestroyFontsTexture(); auto pm = ProgramManager::getInstance(); pm->unloadProgram(bd->ProgramInfo.program); pm->unloadProgram(bd->ProgramFontInfo.program); } static bool ImGui_ImplAx_createShaderPrograms() { auto bd = ImGui_ImplAndroid_GetBackendData(); auto pm = ProgramManager::getInstance(); bd->ProgramInfo.program = pm->loadProgram("custom/imgui_sprite_vs"sv, ax::positionTextureColor_frag); bd->ProgramFontInfo.program = pm->loadProgram("custom/imgui_sprite_vs"sv, "custom/imgui_font_fs"); IM_ASSERT(bd->ProgramInfo.program); IM_ASSERT(bd->ProgramFontInfo.program); if (!bd->ProgramInfo.program || !bd->ProgramFontInfo.program) return false; for (auto& p : {&bd->ProgramInfo, &bd->ProgramFontInfo}) { p->texture = p->program->getUniformLocation(TEXTURE); p->projection = p->program->getUniformLocation(MVP_MATRIX); p->position = p->program->getAttributeLocation(POSITION); p->uv = p->program->getAttributeLocation(TEXCOORD); p->color = p->program->getAttributeLocation(COLOR); IM_ASSERT(bool(p->texture)); IM_ASSERT(bool(p->projection)); IM_ASSERT(p->position >= 0); IM_ASSERT(p->uv >= 0); IM_ASSERT(p->color >= 0); auto& layout = p->layout; layout.setAttrib("a_position", p->position, VertexFormat::FLOAT2, 0, false); layout.setAttrib("a_texCoord", p->uv, VertexFormat::FLOAT2, offsetof(ImDrawVert, uv), false); layout.setAttrib("a_color", p->color, VertexFormat::UBYTE4, offsetof(ImDrawVert, col), true); layout.setStride(sizeof(ImDrawVert)); } return true; } bool ImGui_ImplAx_CreateFontsTexture() { auto bd = ImGui_ImplAndroid_GetBackendData(); // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) // because it is more likely to be compatible with user's existing shaders. // If your ImTextureId represent a higher-level concept than just a GL texture id, // consider calling GetTexDataAsAlpha8() instead to save on GPU memory. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); AX_SAFE_RELEASE(bd->FontTexture); bd->FontTexture = new Texture2D(); bd->FontTexture->setAntiAliasTexParameters(); bd->FontTexture->initWithData(pixels, width * height, AX_GLES_PROFILE != 200 ? backend ::PixelFormat::R8 : backend ::PixelFormat::A8, width, height); io.Fonts->TexID = (ImTextureID)bd->FontTexture; return true; } IMGUI_IMPL_API void ImGui_ImplAx_DestroyFontsTexture() { auto bd = ImGui_ImplAndroid_GetBackendData(); if (bd->FontTexture) { ImGui::GetIO().Fonts->TexID = nullptr; AX_SAFE_RELEASE_NULL(bd->FontTexture); } } static void AddRendererCommand(const std::function& f) { auto bd = ImGui_ImplAndroid_GetBackendData(); const auto renderer = Director::getInstance()->getRenderer(); auto cmd = renderer->nextCallbackCommand(); cmd->init(0.f); cmd->func = f; renderer->addCommand(cmd); //bd->CallbackCommands.push_back(cmd); } static void ImGui_ImplAx_SaveRenderState(ax::Renderer* renderer) { AddRendererCommand([renderer]() { auto bd = ImGui_ImplAndroid_GetBackendData(); bd->SavedRenderState.cull = renderer->getCullMode(); bd->SavedRenderState.vp = renderer->getViewport(); bd->SavedRenderState.scissorTest = renderer->getScissorTest(); bd->SavedRenderState.scissorRect = renderer->getScissorRect(); bd->SavedRenderState.depthTest = renderer->getDepthTest(); }); } static void ImGui_ImplAx_SetupRenderState(ax::Renderer* renderer, ImDrawData* draw_data, int fb_width, int fb_height) { AddRendererCommand([=]() { renderer->setCullMode(backend::CullMode::NONE); renderer->setDepthTest(false); renderer->setScissorTest(true); renderer->setViewPort(0, 0, fb_width, fb_height); }); const auto L = draw_data->DisplayPos.x; const auto R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; const auto T = draw_data->DisplayPos.y; const auto B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; auto bd = ImGui_ImplAndroid_GetBackendData(); Mat4::createOrthographicOffCenter(L, R, B, T, -1.f, 1.f, &bd->Projection); } static void ImGui_ImplAx_RestoreRenderState(ax::Renderer* renderer) { AddRendererCommand([renderer]() { auto bd = ImGui_ImplAndroid_GetBackendData(); renderer->setCullMode(bd->SavedRenderState.cull); auto& vp = bd->SavedRenderState.vp; renderer->setViewPort(vp.x, vp.y, vp.w, vp.h); renderer->setScissorTest(bd->SavedRenderState.scissorTest); auto& sc = bd->SavedRenderState.scissorRect; renderer->setScissorRect(sc.x, sc.y, sc.width, sc.height); renderer->setDepthTest(bd->SavedRenderState.depthTest); // apply raster state renderer->beginRenderPass(); renderer->endRenderPass(); }); } IMGUI_IMPL_API void ImGui_ImplAx_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays // (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; const auto renderer = Director::getInstance()->getRenderer(); ImGui_ImplAx_SaveRenderState(renderer); ImGui_ImplAx_SetupRenderState(renderer, draw_data, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; size_t ibuffer_offset = 0; // Upload vertex/index buffers const auto vsize = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); IM_ASSERT(vsize > 0); auto vbuffer = backend::Device::getInstance()->newBuffer(vsize, BufferType::VERTEX, BufferUsage::STATIC); vbuffer->autorelease(); vbuffer->updateData(cmd_list->VtxBuffer.Data, vsize); const auto isize = cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); IM_ASSERT(isize > 0); auto ibuffer = backend::Device::getInstance()->newBuffer(isize, BufferType::INDEX, BufferUsage::STATIC); ibuffer->autorelease(); ibuffer->updateData(cmd_list->IdxBuffer.Data, isize); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user // to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplAx_SetupRenderState(renderer, draw_data, fb_width, fb_height); else { AddRendererCommand([=]() { pcmd->UserCallback(cmd_list, pcmd); }); } } else { // Project scissor/clipping rectangles into framebuffer space ImVec4 clip_rect; clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle AddRendererCommand([=]() { renderer->setScissorRect(clip_rect.x, fb_height - clip_rect.w, clip_rect.z - clip_rect.x, clip_rect.w - clip_rect.y); }); auto bd = ImGui_ImplAndroid_GetBackendData(); if (typeid(*((Ref*)pcmd->TextureId)) == typeid(Texture2D)) { auto tex = AX_PTR_CAST(pcmd->TextureId, Texture2D*); auto cmd = std::make_shared(); bd->CustomCommands.push_back(cmd); cmd->init(0.f, BlendFunc::ALPHA_NON_PREMULTIPLIED); const auto pinfo = tex == bd->FontTexture ? &bd->ProgramFontInfo : &bd->ProgramInfo; // create new ProgramState auto state = new ProgramState(pinfo->program); state->autorelease(); bd->ProgramStates.pushBack(state); auto& desc = cmd->getPipelineDescriptor(); desc.programState = state; // setup attributes for ImDrawVert desc.programState->setSharedVertexLayout(&pinfo->layout); desc.programState->setUniform(pinfo->projection, &bd->Projection, sizeof(Mat4)); desc.programState->setTexture(pinfo->texture, 0, tex->getBackendTexture()); // In order to composite our output buffer we need to preserve alpha desc.blendDescriptor.sourceAlphaBlendFactor = BlendFactor::ONE; // set vertex/index buffer cmd->setIndexBuffer(ibuffer, IMGUI_INDEX_FORMAT); cmd->setVertexBuffer(vbuffer); cmd->setDrawType(CustomCommand::DrawType::ELEMENT); cmd->setPrimitiveType(PrimitiveType::TRIANGLE); cmd->setIndexDrawInfo(ibuffer_offset, pcmd->ElemCount); renderer->addCommand(cmd.get()); } else { auto node = AX_PTR_CAST(pcmd->TextureId, Node*); const auto tr = node->getNodeToParentTransform(); node->setVisible(true); node->setNodeToParentTransform(tr); const auto& proj = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); node->visit(Director::getInstance()->getRenderer(), proj.getInversed() * bd->Projection, 0); node->setVisible(false); } } } ibuffer_offset += pcmd->ElemCount; } } ImGui_ImplAx_RestoreRenderState(renderer); } //-------------------------------------------------------------------------------------------------------- // 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_ImplAx_Renderer_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_ImplAx_RenderDrawData(viewport->DrawData); }