diff --git a/include/render/GL.h b/include/render/GL.h new file mode 100644 index 0000000..063e023 --- /dev/null +++ b/include/render/GL.h @@ -0,0 +1,3 @@ +#pragma once + +#include "glbinding/gl/gl.h" \ No newline at end of file diff --git a/include/render/gui/TowerGui.h b/include/render/gui/TowerGui.h index b8d3220..1bdb1e7 100644 --- a/include/render/gui/TowerGui.h +++ b/include/render/gui/TowerGui.h @@ -8,7 +8,8 @@ #ifndef RENDER_GUI_TOWERGUI_H_ #define RENDER_GUI_TOWERGUI_H_ -struct GLFWwindow; +struct SDL_Window; +typedef void *SDL_GLContext; namespace td { namespace render { @@ -21,7 +22,7 @@ class Renderer; namespace TowerGui { -void init(GLFWwindow* window, td::render::Renderer* renderer); +void init(SDL_Window* window, SDL_GLContext glContext, td::render::Renderer* renderer); void render(); void destroy(); diff --git a/include/window/Display.h b/include/window/Display.h index dbc681f..efdaf5b 100644 --- a/include/window/Display.h +++ b/include/window/Display.h @@ -11,7 +11,7 @@ namespace Display { -void create(); +bool create(); void render(); void update(); void destroy(); diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 0284665..fc7b45c 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -6,7 +6,7 @@ */ #include "render/Renderer.h" -#include +#include "render/GL.h" #include #include #include "misc/Time.h" diff --git a/src/render/gui/TowerGui.cpp b/src/render/gui/TowerGui.cpp index fa61a4d..ef21fa0 100644 --- a/src/render/gui/TowerGui.cpp +++ b/src/render/gui/TowerGui.cpp @@ -8,8 +8,8 @@ #include "render/gui/TowerGui.h" #include "imgui/imgui.h" #include "imgui/imgui_impl_opengl3.h" -#include "imgui/imgui_impl_glfw.h" -#include +#include "imgui/imgui_impl_sdl.h" +#include #include #include "game/client/Client.h" #include "game/server/Server.h" @@ -23,19 +23,21 @@ namespace TowerGui { -static GLFWwindow* window; +static SDL_Window* window; +static SDL_GLContext gl_context; static std::unique_ptr client; static std::thread* serverThread; static td::render::Renderer* renderer; bool serverShouldStop = false; -void init(GLFWwindow* glfw_window, td::render::Renderer* render) { - window = glfw_window; +void init(SDL_Window* sdl_window, SDL_GLContext sdlContext, td::render::Renderer* render) { + window = sdl_window; + gl_context = sdlContext; IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGui::StyleColorsDark(); - ImGui_ImplGlfw_InitForOpenGL(glfw_window, true); + ImGui_ImplSDL2_InitForOpenGL(sdl_window, gl_context); const char* glslVersion = "#version 130"; ImGui_ImplOpenGL3_Init(glslVersion); ImFontConfig c; @@ -47,7 +49,7 @@ void init(GLFWwindow* glfw_window, td::render::Renderer* render) { void beginFrame() { ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); + ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); } @@ -62,7 +64,7 @@ void renderFPSCounter() { ImGui::Text("FPS : %i", (int)ImGui::GetIO().Framerate); static bool vsync = true; if (ImGui::Checkbox("V-Sync", &vsync)) { - glfwSwapInterval(vsync); + SDL_GL_SetSwapInterval(vsync); } static bool isometric = true; if (ImGui::Checkbox("Vue Isometrique ?", &isometric)) { @@ -343,7 +345,7 @@ void destroy() { delete serverThread; } ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); + ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); } diff --git a/src/render/gui/imgui/imgui_impl_glfw.cpp b/src/render/gui/imgui/imgui_impl_glfw.cpp deleted file mode 100644 index 5ea7be0..0000000 --- a/src/render/gui/imgui/imgui_impl_glfw.cpp +++ /dev/null @@ -1,369 +0,0 @@ -// dear imgui: Platform Binding for GLFW -// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) -// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+) - -// Implemented features: -// [X] Platform: Clipboard support. -// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). -// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. -// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). -// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). -// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. -// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. -// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. - -#include "imgui.h" -#include "imgui_impl_glfw.h" - -// GLFW -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include // 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 -#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 - -// Data -enum GlfwClientApi -{ - GlfwClientApi_Unknown, - GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan -}; -static GLFWwindow* g_Window = NULL; // Main window -static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; -static double g_Time = 0.0; -static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; -static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static bool g_InstalledCallbacks = false; - -// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. -static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; -static GLFWscrollfun g_PrevUserCallbackScroll = NULL; -static GLFWkeyfun g_PrevUserCallbackKey = NULL; -static GLFWcharfun g_PrevUserCallbackChar = NULL; - -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) -{ - if (g_PrevUserCallbackMousebutton != NULL) - g_PrevUserCallbackMousebutton(window, button, action, mods); - - if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) - g_MouseJustPressed[button] = true; -} - -void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) -{ - if (g_PrevUserCallbackScroll != NULL) - g_PrevUserCallbackScroll(window, xoffset, yoffset); - - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - if (g_PrevUserCallbackKey != NULL) - g_PrevUserCallbackKey(window, key, scancode, action, mods); - - 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]; -#ifdef _WIN32 - io.KeySuper = false; -#else - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -#endif -} - -void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) -{ - if (g_PrevUserCallbackChar != NULL) - g_PrevUserCallbackChar(window, c); - - ImGuiIO& io = ImGui::GetIO(); - io.AddInputCharacter(c); -} - -static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) -{ - g_Window = window; - g_Time = 0.0; - - // Setup back-end capabilities flags - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - io.BackendPlatformName = "imgui_impl_glfw"; - - // 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_KeyPadEnter] = GLFW_KEY_KP_ENTER; - 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_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = g_Window; -#if defined(_WIN32) - io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window); -#endif - - // 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(NULL); - 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 = NULL; - g_PrevUserCallbackScroll = NULL; - g_PrevUserCallbackKey = NULL; - g_PrevUserCallbackChar = NULL; - if (install_callbacks) - { - g_InstalledCallbacks = true; - g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - } - - g_ClientApi = client_api; - return true; -} - -bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); -} - -bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) -{ - return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); -} - -void ImGui_ImplGlfw_Shutdown() -{ - if (g_InstalledCallbacks) - { - glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); - glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); - glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); - glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); - g_InstalledCallbacks = false; - } - - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - { - glfwDestroyCursor(g_MouseCursors[cursor_n]); - g_MouseCursors[cursor_n] = NULL; - } - g_ClientApi = GlfwClientApi_Unknown; -} - -static void ImGui_ImplGlfw_UpdateMousePosAndButtons() -{ - // 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); -#ifdef __EMSCRIPTEN__ - const bool focused = true; // Emscripten -#else - const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0; -#endif - if (focused) - { - if (io.WantSetMousePos) - { - glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y); - } - else - { - double mouse_x, mouse_y; - glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } -} - -static void ImGui_ImplGlfw_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) - return; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(g_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(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); - glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - } -} - -static void ImGui_ImplGlfw_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - // Update gamepad inputs - #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; } - int axes_count = 0, buttons_count = 0; - 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; -} - -void ImGui_ImplGlfw_NewFrame() -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); - - // Setup time step - double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); - g_Time = current_time; - - ImGui_ImplGlfw_UpdateMousePosAndButtons(); - ImGui_ImplGlfw_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplGlfw_UpdateGamepads(); -} diff --git a/src/render/gui/imgui/imgui_impl_glfw.h b/src/render/gui/imgui/imgui_impl_glfw.h deleted file mode 100644 index f62f44f..0000000 --- a/src/render/gui/imgui/imgui_impl_glfw.h +++ /dev/null @@ -1,35 +0,0 @@ -// dear imgui: Platform Binding for GLFW -// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) -// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - -// Implemented features: -// [X] Platform: Clipboard support. -// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. -// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// About GLSL version: -// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. -// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API - -struct GLFWwindow; - -IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); -IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); -IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); - -// GLFW callbacks -// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. -// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. -IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/src/render/gui/imgui/imgui_impl_sdl.cpp b/src/render/gui/imgui/imgui_impl_sdl.cpp new file mode 100644 index 0000000..0e5c539 --- /dev/null +++ b/src/render/gui/imgui/imgui_impl_sdl.cpp @@ -0,0 +1,449 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_sdl.h" + +// SDL +#include +#include +#if defined(__APPLE__) +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint64 Time; + bool MousePressed[3]; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + + ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); } +}; + +// 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. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; +} + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + switch (event->type) + { + case SDL_MOUSEWHEEL: + { + if (event->wheel.x > 0) io.MouseWheelH += 1; + if (event->wheel.x < 0) io.MouseWheelH -= 1; + if (event->wheel.y > 0) io.MouseWheel += 1; + if (event->wheel.y < 0) io.MouseWheel -= 1; + return true; + } + case SDL_MOUSEBUTTONDOWN: + { + if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } + if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } + if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + int key = event->key.keysym.scancode; + IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); + io.KeysDown[key] = (event->type == SDL_KEYDOWN); + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); +#ifdef _WIN32 + io.KeySuper = false; +#else + io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); +#endif + return true; + } + case SDL_WINDOWEVENT: + { + if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. + io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; + io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; + io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; + io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; + io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; + io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; + io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER; + io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; + io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; + io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; + io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; + io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; + io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; + + io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + io.ClipboardUserData = NULL; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + +#ifdef _WIN32 + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + io.ImeWindowHandle = info.info.win.window; +#else + (void)window; +#endif + + // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + IM_UNUSED(sdl_gl_context); // Viewport branch will need this. + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplSDL2_UpdateMousePosAndButtons() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + ImVec2 mouse_pos_prev = io.MousePos; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + + // Update mouse buttons + int mouse_x_local, mouse_y_local; + Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); + io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; + + // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. + SDL_Window* mouse_window = NULL; + if (hovered_window && bd->Window == hovered_window) + mouse_window = hovered_window; + else if (focused_window && bd->Window == focused_window) + mouse_window = focused_window; + + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); +#else + // SDL 2.0.3 and non-windowed systems: single-viewport only + SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL; +#endif + + if (mouse_window == NULL) + return; + + // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y); + + // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior) + if (bd->MouseCanUseGlobalState) + { + // 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) + // Unlike local position obtained earlier this will be valid when straying out of bounds. + int mouse_x_global, mouse_y_global; + SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + int window_x, window_y; + SDL_GetWindowPosition(mouse_window, &window_x, &window_y); + io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + } + else + { + io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Get gamepad + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplSDL2_UpdateMousePosAndButtons(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} diff --git a/src/render/gui/imgui/imgui_impl_sdl.h b/src/render/gui/imgui/imgui_impl_sdl.h new file mode 100644 index 0000000..d2439eb --- /dev/null +++ b/src/render/gui/imgui/imgui_impl_sdl.h @@ -0,0 +1,35 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Window; +typedef union SDL_Event SDL_Event; + +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter +#endif diff --git a/src/render/loader/GLLoader.cpp b/src/render/loader/GLLoader.cpp index 202ebf8..66fb556 100644 --- a/src/render/loader/GLLoader.cpp +++ b/src/render/loader/GLLoader.cpp @@ -7,7 +7,7 @@ #include "render/loader/GLLoader.h" -#include "glbinding/gl/gl.h" +#include "render/GL.h" using namespace gl; diff --git a/src/window/Display.cpp b/src/window/Display.cpp index 65fdfd2..7257ea5 100644 --- a/src/window/Display.cpp +++ b/src/window/Display.cpp @@ -7,11 +7,13 @@ #include "window/Display.h" #define GLFW_INCLUDE_NONE -#include +#include "render/gui/TowerGui.h" +#include +#include #include #include "game/GameManager.h" +#include "imgui/imgui_impl_sdl.h" #include "render/Renderer.h" -#include "render/gui/TowerGui.h" #include "render/WorldRenderer.h" #define WINDOW_NAME "Tower Defense" @@ -20,24 +22,86 @@ namespace Display { -static GLFWwindow* window; +static SDL_Window* window; +static SDL_GLContext glContext; + std::unique_ptr renderer = std::make_unique(); static int lastWidth = 0, lastHeight = 0; static float aspectRatio; +static bool shouldClose = false; + void error_callback(int error, const char* description) { std::cerr << "GLFW Error : " << description << std::endl; } -void windowResizeEvent(GLFWwindow* window, int width, int height) { +void windowResizeEvent(int width, int height) { aspectRatio = (float)width / height; renderer->resize(width, height); lastWidth = width; lastHeight = height; } -void create() { +bool create() { + window = SDL_CreateWindow(WINDOW_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + // Prepare and create context +#ifdef __ANDROID__ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#else + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); +#endif + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); + + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + + glContext = SDL_GL_CreateContext(window); + + if (!glContext) + { + std::cerr << "Could not create context! SDL reports error: " << SDL_GetError() << std::endl; + return false; + } + + int major, minor, mask; + int r, g, b, a, depth; + SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); + + SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r); + SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g); + SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b); + SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a); + + SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); + + const char* mask_desc; + + if (mask & SDL_GL_CONTEXT_PROFILE_CORE) { + mask_desc = "core"; + } else if (mask & SDL_GL_CONTEXT_PROFILE_COMPATIBILITY) { + mask_desc = "compatibility"; + } else if (mask & SDL_GL_CONTEXT_PROFILE_ES) { + mask_desc = "es"; + } else { + mask_desc = "?"; + } + + std::cout << "Got context: " << major << "." << minor << mask_desc + << ", R" << r << "G" << g << "B" << b << "A" << a << ", depth bits: " << depth << std::endl; + + SDL_GL_MakeCurrent(window, glContext); + /*Log(LOG_INFO) << "Finished initialization"; + return ctx; glfwSetErrorCallback(&error_callback); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); @@ -45,12 +109,13 @@ void create() { glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_NAME, nullptr, nullptr); - glfwMakeContextCurrent(window); + glfwMakeContextCurrent(window);*/ if (!renderer->init()) { exit(1); } - TowerGui::init(window, renderer.get()); - windowResizeEvent(window, WINDOW_WIDTH, WINDOW_HEIGHT); + TowerGui::init(window, glContext, renderer.get()); + windowResizeEvent(WINDOW_WIDTH, WINDOW_HEIGHT); + return true; } void render() { @@ -59,32 +124,47 @@ void render() { } void update() { - glfwSwapBuffers(window); - int windowWidth, windowHeight; - glfwGetWindowSize(window, &windowWidth, &windowHeight); - if (windowWidth != lastWidth || windowHeight != lastHeight) { - windowResizeEvent(window, windowWidth, windowHeight); - } + SDL_GL_SwapWindow(window); } void destroy() { renderer.reset(0); TowerGui::destroy(); - glfwDestroyWindow(window); + SDL_GL_DeleteContext(glContext); + SDL_DestroyWindow(window); window = NULL; - glfwTerminate(); } void pollEvents() { - glfwPollEvents(); + SDL_Event event; + while(SDL_PollEvent(&event)){ + + if(event.type == SDL_WINDOWEVENT){ + switch(event.window.event){ + case SDL_WINDOWEVENT_CLOSE:{ + shouldClose = true; + } + + case SDL_WINDOWEVENT_RESIZED:{ + int windowWidth, windowHeight; + SDL_GetWindowSize(window, &windowWidth, &windowHeight); + windowResizeEvent(windowWidth, windowHeight); + } + + default: + break; + } + } + ImGui_ImplSDL2_ProcessEvent(&event); + } } bool isCloseRequested() { - return glfwWindowShouldClose(window); + return shouldClose; } bool isMouseDown(int button) { - return glfwGetMouseButton(window, button); + return ImGui::GetIO().MouseDown[button]; } float getAspectRatio() { diff --git a/xmake.lua b/xmake.lua index c10eb77..df26e99 100644 --- a/xmake.lua +++ b/xmake.lua @@ -4,19 +4,19 @@ add_rules("mode.debug", "mode.release") target("Tower Defense") set_kind("binary") - add_includedirs("include") + add_includedirs("include", "src/render/gui") add_files("src/*.cpp", "src/*/*.cpp", "src/*/*/*.cpp", "src/*/*/*/*.cpp") add_cxflags("-pthread") set_languages("c++14") - add_links("glbinding", "z") + add_links("glbinding", "z", "SDL2") if is_os("linux") then - add_links("glfw", "GL", "pthread") + add_links("GL", "pthread") end if is_os("windows") then - add_links("glfw3", "opengl32", "ws2_32", "mingw32", "gdi32", "imm32") + add_links("opengl32", "ws2_32", "mingw32", "gdi32", "imm32") end if is_mode("release") then