#include "imgui/imgui-SFML.h" #include "imgui/imgui.h" #include #include #include #include #include #include #include #include #include // offsetof, NULL #include // Supress warnings caused by converting from uint to void* in pCmd->TextureID #ifdef __clang__ #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #endif static bool s_windowHasFocus = true; static bool s_mousePressed[3] = { false, false, false }; static sf::Texture* s_fontTexture = NULL; // owning pointer to internal font atlas which is used if user doesn't set custom sf::Texture. namespace { ImVec2 getTopLeftAbsolute(const sf::FloatRect& rect); ImVec2 getDownRightAbsolute(const sf::FloatRect& rect); inline void RenderDrawLists(ImDrawData* draw_data); // rendering callback function prototype // Implementation of ImageButton overload bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor); } // anonymous namespace for helper / "private" functions namespace ImGui { namespace SFML { void Init(sf::RenderTarget& target, sf::Texture* fontTexture) { ImGuiIO& io = ImGui::GetIO(); // init keyboard mapping io.KeyMap[ImGuiKey_Tab] = sf::Keyboard::Tab; io.KeyMap[ImGuiKey_LeftArrow] = sf::Keyboard::Left; io.KeyMap[ImGuiKey_RightArrow] = sf::Keyboard::Right; io.KeyMap[ImGuiKey_UpArrow] = sf::Keyboard::Up; io.KeyMap[ImGuiKey_DownArrow] = sf::Keyboard::Down; io.KeyMap[ImGuiKey_PageUp] = sf::Keyboard::PageUp; io.KeyMap[ImGuiKey_PageDown] = sf::Keyboard::PageDown; io.KeyMap[ImGuiKey_Home] = sf::Keyboard::Home; io.KeyMap[ImGuiKey_End] = sf::Keyboard::End; io.KeyMap[ImGuiKey_Delete] = sf::Keyboard::Delete; io.KeyMap[ImGuiKey_Backspace] = sf::Keyboard::BackSpace; io.KeyMap[ImGuiKey_Enter] = sf::Keyboard::Return; io.KeyMap[ImGuiKey_Escape] = sf::Keyboard::Escape; io.KeyMap[ImGuiKey_A] = sf::Keyboard::A; io.KeyMap[ImGuiKey_C] = sf::Keyboard::C; io.KeyMap[ImGuiKey_V] = sf::Keyboard::V; io.KeyMap[ImGuiKey_X] = sf::Keyboard::X; io.KeyMap[ImGuiKey_Y] = sf::Keyboard::Y; io.KeyMap[ImGuiKey_Z] = sf::Keyboard::Z; // init rendering io.DisplaySize = static_cast(target.getSize()); io.RenderDrawListsFn = RenderDrawLists; // set render callback if (fontTexture == NULL) { if (s_fontTexture) { // delete previously created texture delete s_fontTexture; } s_fontTexture = new sf::Texture; createFontTexture(*s_fontTexture); setFontTexture(*s_fontTexture); } else { setFontTexture(*fontTexture); } } void ProcessEvent(const sf::Event& event) { ImGuiIO& io = ImGui::GetIO(); if (s_windowHasFocus) { switch (event.type) { case sf::Event::MouseButtonPressed: // fall-through case sf::Event::MouseButtonReleased: { int button = event.mouseButton.button; if (event.type == sf::Event::MouseButtonPressed && button >= 0 && button < 3) { s_mousePressed[event.mouseButton.button] = true; } } break; case sf::Event::MouseWheelMoved: io.MouseWheel += static_cast(event.mouseWheel.delta); break; case sf::Event::KeyPressed: // fall-through case sf::Event::KeyReleased: io.KeysDown[event.key.code] = (event.type == sf::Event::KeyPressed); io.KeyCtrl = event.key.control; io.KeyShift = event.key.shift; io.KeyAlt = event.key.alt; break; case sf::Event::TextEntered: if (event.text.unicode > 0 && event.text.unicode < 0x10000) { io.AddInputCharacter(static_cast(event.text.unicode)); } break; default: break; } } switch (event.type) { case sf::Event::LostFocus: s_windowHasFocus = false; break; case sf::Event::GainedFocus: s_windowHasFocus = true; break; default: break; } } void Update(sf::RenderWindow& window, sf::Time dt) { Update(window, window, dt); } void Update(sf::Window& window, sf::RenderTarget& target, sf::Time dt) { Update(sf::Mouse::getPosition(window), static_cast(target.getSize()), dt); window.setMouseCursorVisible(!ImGui::GetIO().MouseDrawCursor); // don't draw mouse cursor if ImGui draws it } void Update(const sf::Vector2i& mousePos, const sf::Vector2f& displaySize, sf::Time dt) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = displaySize; io.DeltaTime = dt.asSeconds(); if (s_windowHasFocus) { io.MousePos = mousePos; for (int i = 0; i < 3; ++i) { io.MouseDown[i] = s_mousePressed[i] || sf::Mouse::isButtonPressed((sf::Mouse::Button)i); s_mousePressed[i] = false; } } assert(io.Fonts->Fonts.Size > 0); // You forgot to create and set up font atlas (see createFontTexture) ImGui::NewFrame(); } void Shutdown() { ImGui::GetIO().Fonts->TexID = NULL; if (s_fontTexture) { // if internal texture was created, we delete it delete s_fontTexture; s_fontTexture = NULL; } ImGui::Shutdown(); // need to specify namespace here, otherwise ImGui::SFML::Shutdown would be called } void createFontTexture(sf::Texture& texture) { unsigned char* pixels; int width, height; ImGuiIO& io = ImGui::GetIO(); io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); texture.create(width, height); texture.update(pixels); io.Fonts->ClearInputData(); io.Fonts->ClearTexData(); } void setFontTexture(sf::Texture& texture) { ImGui::GetIO().Fonts->TexID = (void*)texture.getNativeHandle(); if (&texture != s_fontTexture) { // internal texture is not needed anymore delete s_fontTexture; s_fontTexture = NULL; } } } // end of namespace SFML /////////////// Image Overloads void Image(const sf::Texture& texture, const sf::Color& tintColor, const sf::Color& borderColor) { Image(texture, static_cast(texture.getSize()), tintColor, borderColor); } void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::Color& tintColor, const sf::Color& borderColor) { ImGui::Image((void*)texture.getNativeHandle(), size, ImVec2(0, 0), ImVec2(1, 1), tintColor, borderColor); } void Image(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Color& tintColor, const sf::Color& borderColor) { Image(texture, sf::Vector2f(textureRect.width, textureRect.height), textureRect, tintColor, borderColor); } void Image(const sf::Texture& texture, const sf::Vector2f& size, const sf::FloatRect& textureRect, const sf::Color& tintColor, const sf::Color& borderColor) { sf::Vector2f textureSize = static_cast(texture.getSize()); ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y); ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x, (textureRect.top + textureRect.height) / textureSize.y); ImGui::Image((void*)texture.getNativeHandle(), size, uv0, uv1, tintColor, borderColor); } void Image(const sf::Sprite& sprite, const sf::Color& tintColor, const sf::Color& borderColor) { sf::FloatRect bounds = sprite.getGlobalBounds(); Image(sprite, sf::Vector2f(bounds.width, bounds.height), tintColor, borderColor); } void Image(const sf::Sprite& sprite, const sf::Vector2f& size, const sf::Color& tintColor, const sf::Color& borderColor) { const sf::Texture* texturePtr = sprite.getTexture(); // sprite without texture cannot be drawn if (!texturePtr) { return; } Image(*texturePtr, size, tintColor, borderColor); } /////////////// Image Button Overloads bool ImageButton(const sf::Texture& texture, const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor) { return ImageButton(texture, static_cast(texture.getSize()), framePadding, bgColor, tintColor); } bool ImageButton(const sf::Texture& texture, const sf::Vector2f& size, const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor) { sf::Vector2f textureSize = static_cast(texture.getSize()); return ::imageButtonImpl(texture, sf::FloatRect(0.f, 0.f, textureSize.x, textureSize.y), size, framePadding, bgColor, tintColor); } bool ImageButton(const sf::Sprite& sprite, const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor) { sf::FloatRect spriteSize = sprite.getGlobalBounds(); return ImageButton(sprite, sf::Vector2f(spriteSize.width, spriteSize.height), framePadding, bgColor, tintColor); } bool ImageButton(const sf::Sprite& sprite, const sf::Vector2f& size, const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor) { const sf::Texture* texturePtr = sprite.getTexture(); if (!texturePtr) { return false; } return ::imageButtonImpl(*texturePtr, static_cast(sprite.getTextureRect()), size, framePadding, bgColor, tintColor); } /////////////// Draw_list Overloads void DrawLine(const sf::Vector2f& a, const sf::Vector2f& b, const sf::Color& color, float thickness) { ImDrawList* draw_list = ImGui::GetWindowDrawList(); sf::Vector2f pos = ImGui::GetCursorScreenPos(); draw_list->AddLine(a + pos, b + pos, ColorConvertFloat4ToU32(color), thickness); } void DrawRect(const sf::FloatRect& rect, const sf::Color& color, float rounding, int rounding_corners, float thickness) { ImDrawList* draw_list = ImGui::GetWindowDrawList(); draw_list->AddRect( getTopLeftAbsolute(rect), getDownRightAbsolute(rect), ColorConvertFloat4ToU32(color), rounding, rounding_corners, thickness); } void DrawRectFilled(const sf::FloatRect& rect, const sf::Color& color, float rounding, int rounding_corners) { ImDrawList* draw_list = ImGui::GetWindowDrawList(); draw_list->AddRect( getTopLeftAbsolute(rect), getDownRightAbsolute(rect), ColorConvertFloat4ToU32(color), rounding, rounding_corners); } } // end of namespace ImGui namespace { ImVec2 getTopLeftAbsolute(const sf::FloatRect & rect) { ImVec2 pos = ImGui::GetCursorScreenPos(); return ImVec2(rect.left + pos.x, rect.top + pos.y); } ImVec2 getDownRightAbsolute(const sf::FloatRect & rect) { ImVec2 pos = ImGui::GetCursorScreenPos(); return ImVec2(rect.left + rect.width + pos.x, rect.top + rect.height + pos.y); } // Rendering callback void RenderDrawLists(ImDrawData* draw_data) { if (draw_data->CmdListsCount == 0) { return; } ImGuiIO& io = ImGui::GetIO(); assert(io.Fonts->TexID != NULL); // You forgot to create and set font texture // scale stuff (needed for proper handling of window resize) int fb_width = static_cast(io.DisplaySize.x * io.DisplayFramebufferScale.x); int fb_height = static_cast(io.DisplaySize.y * io.DisplayFramebufferScale.y); if (fb_width == 0 || fb_height == 0) { return; } draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Save OpenGL state GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glEnable(GL_TEXTURE_2D); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); for (int n = 0; n < draw_data->CmdListsCount; ++n) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col))); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); ++cmd_i) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { GLuint tex_id = (GLuint)*((unsigned int*)&pcmd->TextureId); glBindTexture(GL_TEXTURE_2D, tex_id); glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer); } idx_buffer += pcmd->ElemCount; } } // Restore modified state glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } bool imageButtonImpl(const sf::Texture& texture, const sf::FloatRect& textureRect, const sf::Vector2f& size, const int framePadding, const sf::Color& bgColor, const sf::Color& tintColor) { sf::Vector2f textureSize = static_cast(texture.getSize()); ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y); ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x, (textureRect.top + textureRect.height) / textureSize.y); return ImGui::ImageButton((void*)texture.getNativeHandle(), size, uv0, uv1, framePadding, bgColor, tintColor); } } // end of anonymous namespace