Преглед на файлове

gui: clean up the ImGui integration code.

legacy
Sam Hocevar преди 5 години
родител
ревизия
25b5d97d28
променени са 3 файла, в които са добавени 123 реда и са изтрити 157 реда
  1. +7
    -7
      doc/tutorial/15_lolimgui.cpp
  2. +73
    -78
      src/lolimgui.cpp
  3. +43
    -72
      src/lolimgui.h

+ 7
- 7
doc/tutorial/15_lolimgui.cpp Целия файл

@@ -1,8 +1,8 @@
//
// Lol Engine — Imgui tutorial
// Lol Engine — Dear ImGui tutorial
//
// Copyright © 2002—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2012—2018 Sam Hocevar <sam@hocevar.net>
// Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
// © 2002—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -29,12 +29,12 @@ class LolImGuiDemo : public WorldEntity
public:
LolImGuiDemo()
{
LolImGui::Init();
gui::init();
}

~LolImGuiDemo()
{
LolImGui::Shutdown();
gui::shutdown();
}

virtual void tick_game(float seconds)
@@ -68,7 +68,7 @@ public:
ImGui::Text("Scroll: %f", io.MouseWheel);
ImGui::Text("Maj: %s", io.KeyShift ? "true" : "false");
ImGui::Text("Ctrl: %s", io.KeyCtrl ? "true" : "false");
ImGui::Text("Clipboard %s", LolImGui::GetClipboard().c_str());
ImGui::Text("Clipboard %s", gui::clipboard().c_str());
ImGui::InputText("base input", buf, 512);
}
ImGui::End();
@@ -98,7 +98,7 @@ int main(int argc, char **argv)
{
sys::init(argc, argv);

Application app("Tutorial 15: LolImGui", ivec2(800, 600), 60.0f);
Application app("Tutorial 15: ImGui", ivec2(800, 600), 60.0f);

new LolImGuiDemo();



+ 73
- 78
src/lolimgui.cpp Целия файл

@@ -1,8 +1,8 @@
//
// Lol Engine
//
// Copyright © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2017—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2019 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -22,10 +22,10 @@

using namespace lol;

static LolImGui* g_lolimgui = nullptr;
static gui* g_gui = nullptr;

//-----------------------------------------------------------------------------
LolImGui::LolImGui(ImFontAtlas *shared_font_atlas)
gui::gui(ImFontAtlas *shared_font_atlas)
{
ImGui::CreateContext(shared_font_atlas);

@@ -75,14 +75,14 @@ LolImGui::LolImGui(ImFontAtlas *shared_font_atlas)

// Input Setup -------------------------------------------------------------
InputProfile& ip = m_profile;
ip.AddBindings<LolImGuiKey, LolImGuiKey::KEY_START, LolImGuiKey::KEY_END>(InputProfileType::Keyboard);
//for (int i = LolImGuiKey::KEY_START; i < LolImGuiKey::KEY_END; ++i)
// m_profile << InputProfile::Keyboard(i, LolImGuiKey(i).tostring());
for (int i = LolImGuiKey::MOUSE_KEY_START; i < LolImGuiKey::MOUSE_KEY_END; ++i)
m_profile << InputProfile::MouseKey(i, LolImGuiKey(i).tostring());
ip.AddBindings<key_enum, key_enum::KEY_START, key_enum::KEY_END>(InputProfileType::Keyboard);
//for (int i = key_enum::KEY_START; i < key_enum::KEY_END; ++i)
// m_profile << InputProfile::Keyboard(i, key_enum(i).tostring());
for (int i = key_enum::MOUSE_KEY_START; i < key_enum::MOUSE_KEY_END; ++i)
m_profile << InputProfile::MouseKey(i, key_enum(i).tostring());

for (int i = LolImGuiAxis::MOUSE_AXIS_START; i < LolImGuiAxis::MOUSE_AXIS_END; ++i)
m_profile << InputProfile::MouseAxis(i, LolImGuiAxis(i).tostring());
for (int i = axis_enum::MOUSE_AXIS_START; i < axis_enum::MOUSE_AXIS_END; ++i)
m_profile << InputProfile::MouseAxis(i, axis_enum(i).tostring());

Ticker::Ref(m_controller = new Controller("ImGui_Controller"));
m_controller->Init(m_profile);
@@ -97,49 +97,47 @@ LolImGui::LolImGui(ImFontAtlas *shared_font_atlas)

}

LolImGui::~LolImGui()
gui::~gui()
{
ImGui::GetIO().Fonts->TexID = nullptr;
Ticker::Unref(m_font);
m_font = nullptr;

delete m_vdecl;

ImGui::DestroyContext();
}

//-----------------------------------------------------------------------------
void LolImGui::Init(ImFontAtlas *shared_font_atlas)
void gui::init(ImFontAtlas *shared_font_atlas)
{
Ticker::Ref(g_lolimgui = new LolImGui(shared_font_atlas));
Ticker::Ref(g_gui = new gui(shared_font_atlas));

ImGuiIO& io = ImGui::GetIO();
//ImFont* font0 = io.Fonts->AddFontDefault();

// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = LolImGuiKey::Tab;
io.KeyMap[ImGuiKey_LeftArrow] = LolImGuiKey::LeftArrow;
io.KeyMap[ImGuiKey_RightArrow] = LolImGuiKey::RightArrow;
io.KeyMap[ImGuiKey_UpArrow] = LolImGuiKey::UpArrow;
io.KeyMap[ImGuiKey_DownArrow] = LolImGuiKey::DownArrow;
io.KeyMap[ImGuiKey_Home] = LolImGuiKey::Home;
io.KeyMap[ImGuiKey_End] = LolImGuiKey::End;
io.KeyMap[ImGuiKey_Delete] = LolImGuiKey::Delete;
io.KeyMap[ImGuiKey_Backspace] = LolImGuiKey::Backspace;
io.KeyMap[ImGuiKey_Enter] = LolImGuiKey::Enter;
io.KeyMap[ImGuiKey_Escape] = LolImGuiKey::Escape;
io.KeyMap[ImGuiKey_A] = LolImGuiKey::A;
io.KeyMap[ImGuiKey_C] = LolImGuiKey::C;
io.KeyMap[ImGuiKey_V] = LolImGuiKey::V;
io.KeyMap[ImGuiKey_X] = LolImGuiKey::X;
io.KeyMap[ImGuiKey_Y] = LolImGuiKey::Y;
io.KeyMap[ImGuiKey_Z] = LolImGuiKey::Z;
//Func pointer
io.RenderDrawListsFn = LolImGui::RenderDrawLists;
io.SetClipboardTextFn = LolImGui::SetClipboardCallback;
io.GetClipboardTextFn = LolImGui::GetClipboardCallback;
io.ClipboardUserData = &g_lolimgui->m_clipboard;
io.KeyMap[ImGuiKey_Tab] = key_enum::Tab;
io.KeyMap[ImGuiKey_LeftArrow] = key_enum::LeftArrow;
io.KeyMap[ImGuiKey_RightArrow] = key_enum::RightArrow;
io.KeyMap[ImGuiKey_UpArrow] = key_enum::UpArrow;
io.KeyMap[ImGuiKey_DownArrow] = key_enum::DownArrow;
io.KeyMap[ImGuiKey_Home] = key_enum::Home;
io.KeyMap[ImGuiKey_End] = key_enum::End;
io.KeyMap[ImGuiKey_Delete] = key_enum::Delete;
io.KeyMap[ImGuiKey_Backspace] = key_enum::Backspace;
io.KeyMap[ImGuiKey_Enter] = key_enum::Enter;
io.KeyMap[ImGuiKey_Escape] = key_enum::Escape;
io.KeyMap[ImGuiKey_A] = key_enum::A;
io.KeyMap[ImGuiKey_C] = key_enum::C;
io.KeyMap[ImGuiKey_V] = key_enum::V;
io.KeyMap[ImGuiKey_X] = key_enum::X;
io.KeyMap[ImGuiKey_Y] = key_enum::Y;
io.KeyMap[ImGuiKey_Z] = key_enum::Z;
// Func pointer
io.RenderDrawListsFn = gui::static_render_draw_lists;
io.SetClipboardTextFn = gui::static_set_clipboard;
io.GetClipboardTextFn = gui::static_get_clipboard;
io.ClipboardUserData = &g_gui->m_clipboard;
}

/* CALLBACKS
@@ -152,38 +150,38 @@ io.AddInputCharacter((unsigned short)c);

*/

void LolImGui::Shutdown()
void gui::shutdown()
{
ImGui::EndFrame();

if (g_lolimgui)
if (g_gui)
{
Ticker::Unref(g_lolimgui);
g_lolimgui = nullptr;
Ticker::Unref(g_gui);
g_gui = nullptr;
}
}

//-----------------------------------------------------------------------------
std::string LolImGui::GetClipboard()
std::string gui::clipboard()
{
return g_lolimgui ? g_lolimgui->m_clipboard : "";
return g_gui ? g_gui->m_clipboard : "";
}

void LolImGui::SetClipboardCallback(void *data, const char* text)
void gui::static_set_clipboard(void *data, const char* text)
{
std::string *clipboard = (std::string *)data;
*clipboard = text;
}
const char* LolImGui::GetClipboardCallback(void *data)
const char* gui::static_get_clipboard(void *data)
{
std::string *clipboard = (std::string *)data;
return clipboard->c_str();
}

void LolImGui::refresh_fonts()
void gui::refresh_fonts()
{
if (g_lolimgui->m_font)
Ticker::Unref(g_lolimgui->m_font);
if (g_gui->m_font)
Ticker::Unref(g_gui->m_font);

// Build texture
unsigned char* pixels;
@@ -194,11 +192,11 @@ void LolImGui::refresh_fonts()
Image* image = new Image();
image->Copy(pixels, size, PixelFormat::RGBA_8);

Ticker::Ref(g_lolimgui->m_font = new TextureImage("", image));
Ticker::Ref(g_gui->m_font = new TextureImage("", image));
}

//-----------------------------------------------------------------------------
void LolImGui::tick_game(float seconds)
void gui::tick_game(float seconds)
{
super::tick_game(seconds);

@@ -227,21 +225,21 @@ void LolImGui::tick_game(float seconds)
// Update Keyboard
io.KeyCtrl = false;
io.KeyShift = false;
for (int i = LolImGuiKey::KEY_START; i < LolImGuiKey::KEY_END; ++i)
for (int i = key_enum::KEY_START; i < key_enum::KEY_END; ++i)
{
switch (i)
{
default:
io.KeysDown[i] = m_controller->IsKeyPressed(i);
break;
case LolImGuiKey::LShift:
case LolImGuiKey::RShift:
case key_enum::LShift:
case key_enum::RShift:
io.KeyShift = (io.KeyShift || m_controller->IsKeyPressed(i));
break;
case LolImGuiKey::LCtrl:
case LolImGuiKey::RCtrl:
case key_enum::LCtrl:
case key_enum::RCtrl:
io.KeyCtrl = (io.KeyCtrl || m_controller->IsKeyPressed(i));
break;
default:
io.KeysDown[i] = m_controller->IsKeyPressed(i);
break;
}
}

@@ -261,16 +259,16 @@ void LolImGui::tick_game(float seconds)

io.MousePos = cursor * video_size;
//msg::debug("%.2f/%.2f\n", io.MousePos.x, io.MousePos.y);
io.MouseWheel = m_controller->GetAxisValue(LolImGuiAxis::Scroll);
io.MouseWheel = m_controller->GetAxisValue(axis_enum::Scroll);

for (int i = LolImGuiKey::MOUSE_KEY_START; i < LolImGuiKey::MOUSE_KEY_END; ++i)
for (int i = key_enum::MOUSE_KEY_START; i < key_enum::MOUSE_KEY_END; ++i)
{
switch (i)
{
default:
io.MouseDown[i - LolImGuiKey::MOUSE_KEY_START] = m_controller->IsKeyPressed(i);
io.MouseDown[i - key_enum::MOUSE_KEY_START] = m_controller->IsKeyPressed(i);
break;
case LolImGuiKey::Focus:
case key_enum::Focus:
if (m_controller->IsKeyReleased(i))
{
//msg::debug("Not focused .....\n");
@@ -290,14 +288,14 @@ void LolImGui::tick_game(float seconds)
}

//-----------------------------------------------------------------------------
void LolImGui::tick_draw(float seconds, Scene &scene)
void gui::tick_draw(float seconds, Scene &scene)
{
super::tick_draw(seconds, scene);

scene.AddPrimitiveRenderer(this, std::make_shared<PrimitiveLolImGui>());
scene.AddPrimitiveRenderer(this, std::make_shared<primitive>());
}

void PrimitiveLolImGui::Render(Scene& scene, std::shared_ptr<PrimitiveSource> primitive)
void gui::primitive::Render(Scene& scene, std::shared_ptr<PrimitiveSource> primitive)
{
UNUSED(scene, primitive);

@@ -317,12 +315,12 @@ void PrimitiveLolImGui::Render(Scene& scene, std::shared_ptr<PrimitiveSource> pr
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
//-------------------------------------------------------------------------
void LolImGui::RenderDrawLists(ImDrawData* draw_data)
void gui::static_render_draw_lists(ImDrawData* draw_data)
{
g_lolimgui->RenderDrawListsMethod(draw_data);
g_gui->render_draw_lists(draw_data);
}

void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data)
void gui::render_draw_lists(ImDrawData* draw_data)
{
if (draw_data == nullptr)
return;
@@ -337,20 +335,17 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data)
// Create shader
if (!m_shader)
{
std::string code = m_builder.Build();

m_shader = Shader::Create(m_builder.GetName(), code);
m_shader = Shader::Create(m_builder.GetName(), m_builder.Build());
ASSERT(m_shader);

m_ortho.m_uniform = m_shader->GetUniformLocation(m_ortho.m_var.tostring());
m_texture.m_uniform = m_shader->GetUniformLocation(m_texture.m_var.tostring());

m_attribs
<< m_shader->GetAttribLocation(VertexUsage::Position, 0)
<< m_shader->GetAttribLocation(VertexUsage::TexCoord, 0)
<< m_shader->GetAttribLocation(VertexUsage::Color, 0);
m_attribs << m_shader->GetAttribLocation(VertexUsage::Position, 0)
<< m_shader->GetAttribLocation(VertexUsage::TexCoord, 0)
<< m_shader->GetAttribLocation(VertexUsage::Color, 0);

m_vdecl = new VertexDeclaration(
m_vdecl = std::make_shared<VertexDeclaration>(
VertexStream<vec2, vec2, u8vec4>(
VertexUsage::Position,
VertexUsage::TexCoord,


+ 43
- 72
src/lolimgui.h Целия файл

@@ -1,8 +1,8 @@
//
// Lol Engine
//
// Copyright © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
// © 2017—2019 Sam Hocevar <sam@hocevar.net>
// Copyright © 2017—2019 Sam Hocevar <sam@hocevar.net>
// © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
@@ -21,31 +21,43 @@
// The Imgui integration
//

#define IM_VEC2_CLASS_EXTRA ImVec2(const lol::vec2 &v) { x = v.x; y = v.y; } \
ImVec2(const lol::ivec2 &v) : ImVec2(lol::vec2(v)) { } \
operator lol::vec2() const { return lol::vec2(x, y); } \
operator lol::ivec2() const { return lol::ivec2(lol::vec2(x, y)); }
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const lol::vec2 &v) { x = v.x; y = v.y; } \
ImVec2(const lol::ivec2 &v) : ImVec2(lol::vec2(v)) { } \
operator lol::vec2() const { return lol::vec2(x, y); } \
operator lol::ivec2() const { return lol::ivec2(lol::vec2(x, y)); }

#define IM_VEC4_CLASS_EXTRA ImVec4(const lol::vec4 &v) { x = v.x; y = v.y; z = v.z; w = v.w; } \
ImVec4(const lol::ivec4 &v) : ImVec4(lol::vec4(v)) { } \
operator lol::vec4() const { return lol::vec4(x, y, z, w); } \
operator lol::ivec4() const { return lol::ivec4(lol::vec4(x, y, z, w)); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const lol::vec4 &v) { x = v.x; y = v.y; z = v.z; w = v.w; } \
ImVec4(const lol::ivec4 &v) : ImVec4(lol::vec4(v)) { } \
operator lol::vec4() const { return lol::vec4(x, y, z, w); } \
operator lol::ivec4() const { return lol::ivec4(lol::vec4(x, y, z, w)); }

#include "imgui.h"

#undef IM_VEC2_CLASS_EXTRA
#undef IM_VEC4_CLASS_EXTRA

//LolImGui ----------------------------------------------------------------------------------------
namespace lol
{

class LolImGui : public Entity
class gui : public Entity
{
public:
gui(ImFontAtlas *shared_font_atlas);
~gui();
std::string GetName() const { return "<gui>"; }

static void init(ImFontAtlas *shared_font_atlas = nullptr);
static void shutdown();
static std::string clipboard();
static void refresh_fonts();

private:
typedef Entity super;

//ImGuiKeyBase ------------------------------------------------------------
struct LolImGuiKeyBase : public StructSafeEnum
struct key_base : public StructSafeEnum
{
enum Type
{
@@ -63,17 +75,9 @@ class LolImGui : public Entity
Enter,
Escape,

A,
C,
V,
X,
Y,
Z,
A, C, V, X, Y, Z,

LShift,
RShift,
LCtrl,
RCtrl,
LShift, RShift, LCtrl, RCtrl,

KEY_END,

@@ -88,6 +92,7 @@ class LolImGui : public Entity

MAX = MOUSE_KEY_END,
};

protected:
virtual bool BuildEnumMap(std::map<int64_t, std::string>& enum_map)
{
@@ -123,10 +128,10 @@ class LolImGui : public Entity
return true;
}
};
typedef SafeEnum<LolImGuiKeyBase> LolImGuiKey;
typedef SafeEnum<key_base> key_enum;

//ImGuiKeyBase ------------------------------------------------------------
struct LolImGuiAxisBase : public StructSafeEnum
struct axis_base : public StructSafeEnum
{
enum Type
{
@@ -146,32 +151,17 @@ class LolImGui : public Entity
return true;
}
};
typedef SafeEnum<LolImGuiAxisBase> LolImGuiAxis;

public:
//-------------------------------------------------------------------------
LolImGui(ImFontAtlas *shared_font_atlas);
~LolImGui();
std::string GetName() const { return "<LolImGui>"; }

//-------------------------------------------------------------------------
static void Init(ImFontAtlas *shared_font_atlas = nullptr);
static void Shutdown();

//-------------------------------------------------------------------------
static std::string GetClipboard();

static void refresh_fonts();
typedef SafeEnum<axis_base> axis_enum;

protected:
virtual void tick_game(float seconds);
virtual void tick_draw(float seconds, Scene &scene);

static void SetClipboardCallback(void *data, const char* text);
static const char* GetClipboardCallback(void *data);
static void static_set_clipboard(void *data, const char* text);
static const char* static_get_clipboard(void *data);

static void RenderDrawLists(ImDrawData* draw_data);
void RenderDrawListsMethod(ImDrawData* draw_data);
static void static_render_draw_lists(ImDrawData* draw_data);
void render_draw_lists(ImDrawData* draw_data);

struct Uniform
{
@@ -191,39 +181,20 @@ protected:
Uniform m_ortho;
Uniform m_texture;
array<ShaderAttrib> m_attribs;
VertexDeclaration* m_vdecl = nullptr;
IndexBuffer* m_ibuff = nullptr;
std::shared_ptr<VertexDeclaration> m_vdecl;
Controller* m_controller = nullptr;
InputDevice* m_mouse = nullptr;
InputDevice* m_keyboard = nullptr;
InputProfile m_profile;
//std::map<ImGuiKey_, LolImGuiKey> m_keys;
//std::map<ImGuiKey_, key_enum> m_keys;
std::string m_clipboard;
};

//-----------------------------------------------------------------------------
class PrimitiveLolImGui : public PrimitiveRenderer
{
public:
PrimitiveLolImGui() { }
virtual void Render(Scene& scene, std::shared_ptr<PrimitiveSource> primitive);
class primitive : public PrimitiveRenderer
{
public:
primitive() { }
virtual void Render(Scene& scene, std::shared_ptr<PrimitiveSource> primitive);
};
};

//bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
//void ImGui_ImplGlfw_Shutdown();
//void ImGui_ImplGlfw_NewFrame();
//
//// Use if you want to reset your rendering device without losing ImGui state.
//void ImGui_ImplGlfw_InvalidateDeviceObjects();
//bool ImGui_ImplGlfw_CreateDeviceObjects();
//
//// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
//// Provided here if you want to chain callbacks.
//// You can also handle inputs yourself and use those as a reference.
//void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
//void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
//void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
//void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);


} /* namespace lol */

Зареждане…
Отказ
Запис