axmol/extensions/ImGuiEXT/imgui_impl_adxe.cpp

1384 lines
59 KiB
C++

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