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authorClifford Wolf <clifford@clifford.at>2018-11-09 12:57:14 +0100
committerClifford Wolf <clifford@clifford.at>2018-11-09 12:57:14 +0100
commit66dd17664c08aca17b53d2853558121aa9e702e4 (patch)
treeb6bc5dd919e5f525ec7328861b81f616673a1ea6 /3rdparty/imgui/examples/imgui_impl_marmalade.cpp
parente91241f10d68fcaaf0a81fa77e9a91666120ccee (diff)
parent15d9b3d3cc05656e58d01ba2f97ec92b6daaee1c (diff)
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Merge branch 'master' of github.com:YosysHQ/nextpnr into router_improve
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+// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
+// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// 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)
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
+// 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.
+
+#include "imgui.h"
+#include "imgui_impl_marmalade.h"
+
+#include <s3eClipboard.h>
+#include <s3ePointer.h>
+#include <s3eKeyboard.h>
+#include <IwTexture.h>
+#include <IwGx.h>
+
+// Data
+static double g_Time = 0.0f;
+static bool g_MousePressed[3] = { false, false, false };
+static CIwTexture* g_FontTexture = NULL;
+static char* g_ClipboardText = NULL;
+static bool g_osdKeyboardEnabled = false;
+
+// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
+static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
+
+// Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
+{
+ // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
+ ImGuiIO& io = ImGui::GetIO();
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+ // Render command lists
+ for(int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+ const int nVert = cmd_list->VtxBuffer.Size;
+ CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
+ CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
+ CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
+
+ for( int i=0; i < nVert; i++ )
+ {
+ // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
+ pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
+ pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
+ pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
+ pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
+ pColStream[i] = cmd_list->VtxBuffer[i].col;
+ }
+
+ IwGxSetVertStreamScreenSpace(pVertStream, nVert);
+ IwGxSetUVStream(pUVStream);
+ IwGxSetColStream(pColStream, nVert);
+ IwGxSetNormStream(0);
+
+ 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
+ {
+ CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
+ pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
+ pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
+ pCurrentMaterial->SetFiltering(false);
+ pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
+ pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
+ pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
+ pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
+ IwGxSetMaterial(pCurrentMaterial);
+ IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ IwGxFlush();
+ }
+
+ // TODO: restore modified state (i.e. mvp matrix)
+}
+
+static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
+{
+ if (!s3eClipboardAvailable())
+ return NULL;
+
+ if (int size = s3eClipboardGetText(NULL, 0))
+ {
+ if (g_ClipboardText)
+ delete[] g_ClipboardText;
+ g_ClipboardText = new char[size];
+ g_ClipboardText[0] = '\0';
+ s3eClipboardGetText(g_ClipboardText, size);
+ }
+
+ return g_ClipboardText;
+}
+
+static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
+{
+ if (s3eClipboardAvailable())
+ s3eClipboardSetText(text);
+}
+
+int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
+{
+ // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
+ // button was pressed. For touchscreen this should always have the value
+ // S3E_POINTER_BUTTON_SELECT
+ s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
+
+ if (pEvent->m_Pressed == 1)
+ {
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
+ g_MousePressed[0] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
+ g_MousePressed[1] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
+ g_MousePressed[2] = true;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
+ io.MouseWheel += pEvent->m_y;
+ if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
+ io.MouseWheel += pEvent->m_y;
+ }
+
+ return 0;
+}
+
+int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
+ if (e->m_Pressed == 1)
+ io.KeysDown[e->m_Key] = true;
+ if (e->m_Pressed == 0)
+ io.KeysDown[e->m_Key] = false;
+
+ io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
+ io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
+ io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
+ io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
+
+ return 0;
+}
+
+int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
+ if ((e->m_Char > 0 && e->m_Char < 0x10000))
+ io.AddInputCharacter((unsigned short)e->m_Char);
+
+ return 0;
+}
+
+bool ImGui_Marmalade_CreateDeviceObjects()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ g_FontTexture = new CIwTexture();
+ g_FontTexture->SetModifiable(true);
+ CIwImage& image = g_FontTexture->GetImage();
+ image.SetFormat(CIwImage::ARGB_8888);
+ image.SetWidth(width);
+ image.SetHeight(height);
+ image.SetBuffers(); // allocates and own buffers
+ image.ReadTexels(pixels);
+ g_FontTexture->SetMipMapping(false);
+ g_FontTexture->SetFiltering(false);
+ g_FontTexture->Upload();
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)g_FontTexture;
+
+ return true;
+}
+
+void ImGui_Marmalade_InvalidateDeviceObjects()
+{
+ if (g_ClipboardText)
+ {
+ delete[] g_ClipboardText;
+ g_ClipboardText = NULL;
+ }
+
+ if (g_FontTexture)
+ {
+ delete g_FontTexture;
+ ImGui::GetIO().Fonts->TexID = 0;
+ g_FontTexture = NULL;
+ }
+}
+
+bool ImGui_Marmalade_Init(bool install_callbacks)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
+ io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
+ io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
+ io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
+ io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
+ io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
+ io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
+ io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
+ io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
+ io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
+ io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
+ io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
+ io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
+ io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
+ io.KeyMap[ImGuiKey_A] = s3eKeyA;
+ io.KeyMap[ImGuiKey_C] = s3eKeyC;
+ io.KeyMap[ImGuiKey_V] = s3eKeyV;
+ io.KeyMap[ImGuiKey_X] = s3eKeyX;
+ io.KeyMap[ImGuiKey_Y] = s3eKeyY;
+ io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
+
+ io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
+
+ if (install_callbacks)
+ {
+ s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
+ s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
+ s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
+ }
+
+ return true;
+}
+
+void ImGui_Marmalade_Shutdown()
+{
+ ImGui_Marmalade_InvalidateDeviceObjects();
+}
+
+void ImGui_Marmalade_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_Marmalade_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
+ io.DisplayFramebufferScale = g_scale;
+
+ // Setup time step
+ double current_time = s3eTimerGetUST() / 1000.0f;
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ double mouse_x, mouse_y;
+ mouse_x = s3ePointerGetX();
+ mouse_y = s3ePointerGetY();
+ io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
+
+ for (int i = 0; i < 3; i++)
+ {
+ io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // 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.
+ g_MousePressed[i] = false;
+ }
+
+ // TODO: Hide OS mouse cursor if ImGui is drawing it
+ // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
+
+ // Show/hide OSD keyboard
+ if (io.WantTextInput)
+ {
+ // Some text input widget is active?
+ if (!g_osdKeyboardEnabled)
+ {
+ g_osdKeyboardEnabled = true;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
+ }
+ }
+ else
+ {
+ // No text input widget is active
+ if (g_osdKeyboardEnabled)
+ {
+ g_osdKeyboardEnabled = false;
+ s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
+ }
+ }
+}