aboutsummaryrefslogtreecommitdiffstats
path: root/3rdparty/imgui/examples/imgui_impl_marmalade.cpp
blob: d3aa6983964bd865f87e1fb4abf0a14949ad2cdd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
// 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
        }
    }
}