From d91e7dd5a1bae98f3156761ed77fd6fe05833e56 Mon Sep 17 00:00:00 2001 From: Green Sky Date: Fri, 22 Jan 2021 01:27:50 +0100 Subject: [PATCH] update imgui to 1.80 and remove backend copies --- external/imgui/CMakeLists.txt | 17 +- external/imgui/imgui | 2 +- external/imgui/imgui_impl_opengl3.cpp | 682 ------------------ external/imgui/imgui_impl_opengl3.h | 87 --- external/imgui/imgui_impl_sdl.cpp | 370 ---------- external/imgui/imgui_impl_sdl.h | 29 - framework/imgui/src/mm/services/imgui_s.cpp | 4 +- .../src/mm/opengl/render_tasks/imgui.cpp | 2 +- 8 files changed, 15 insertions(+), 1178 deletions(-) delete mode 100644 external/imgui/imgui_impl_opengl3.cpp delete mode 100644 external/imgui/imgui_impl_opengl3.h delete mode 100644 external/imgui/imgui_impl_sdl.cpp delete mode 100644 external/imgui/imgui_impl_sdl.h diff --git a/external/imgui/CMakeLists.txt b/external/imgui/CMakeLists.txt index 704a99d..e0bd6ec 100644 --- a/external/imgui/CMakeLists.txt +++ b/external/imgui/CMakeLists.txt @@ -6,15 +6,18 @@ set(CPP_FILES "imgui/imgui.cpp" "imgui/imgui_draw.cpp" "imgui/imgui_widgets.cpp" + "imgui/imgui_tables.cpp" "imgui/imgui_demo.cpp" "imgui/misc/cpp/imgui_stdlib.cpp" "imgui_plot_var.cpp" - #"imgui_impl_sdl_gl3.cpp" - "imgui_impl_sdl.cpp" - "imgui_impl_opengl3.cpp" + #"imgui_impl_sdl_gl3.cpp" # very old + #"imgui_impl_sdl.cpp" # old + #"imgui_impl_opengl3.cpp" # old + "imgui/backends/imgui_impl_sdl.cpp" + "imgui/backends/imgui_impl_opengl3.cpp" ) set(HPP_FILES @@ -27,9 +30,11 @@ set(HPP_FILES "imgui_plot_var.hpp" - #"imgui_impl_sdl_gl3.h" - "imgui_impl_sdl.h" - "imgui_impl_opengl3.h" + #"imgui_impl_sdl_gl3.h" # very old + #"imgui_impl_sdl.h" # old + #"imgui_impl_opengl3.h" # old + "imgui/backends/imgui_impl_sdl.h" + "imgui/backends/imgui_impl_opengl3.h" ) add_library(imgui ${CPP_FILES} ${HPP_FILES}) diff --git a/external/imgui/imgui b/external/imgui/imgui index e5cb04b..58075c4 160000 --- a/external/imgui/imgui +++ b/external/imgui/imgui @@ -1 +1 @@ -Subproject commit e5cb04b132cba94f902beb6186cb58b864777012 +Subproject commit 58075c4414b985b352d10718b02a8c43f25efd7c diff --git a/external/imgui/imgui_impl_opengl3.cpp b/external/imgui/imgui_impl_opengl3.cpp deleted file mode 100644 index 21e8852..0000000 --- a/external/imgui/imgui_impl_opengl3.cpp +++ /dev/null @@ -1,682 +0,0 @@ -// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 2.x 3.x 4.x -// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) -// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. - -// 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) -// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. -// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. -// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. -// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. -// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. -// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. -// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. -// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. -// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. -// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. -// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. -// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. -// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. -// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). -// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. -// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. -// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). -// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. -// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. -// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. -// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". -// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. -// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. -// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. -// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. -// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. -// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". -// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. -// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. -// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. -// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. -// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. -// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. -// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) - -//---------------------------------------- -// OpenGL GLSL GLSL -// version version string -//---------------------------------------- -// 2.0 110 "#version 110" -// 2.1 120 "#version 120" -// 3.0 130 "#version 130" -// 3.1 140 "#version 140" -// 3.2 150 "#version 150" -// 3.3 330 "#version 330 core" -// 4.0 400 "#version 400 core" -// 4.1 410 "#version 410 core" -// 4.2 420 "#version 410 core" -// 4.3 430 "#version 430 core" -// ES 2.0 100 "#version 100" = WebGL 1.0 -// ES 3.0 300 "#version 300 es" = WebGL 2.0 -//---------------------------------------- - -#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -#define _CRT_SECURE_NO_WARNINGS -#endif - -#include "imgui.h" -#include "imgui_impl_opengl3.h" -#include -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else -#include // intptr_t -#endif - - -// GL includes -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include -#elif defined(IMGUI_IMPL_OPENGL_ES3) -#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) -#include // Use GL ES 3 -#else -#include // Use GL ES 3 -#endif -#else -// About Desktop OpenGL function loaders: -// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) -#include // Needs to be initialized with gl3wInit() in user's code -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) -#include // Needs to be initialized with glewInit() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) -#include // Needs to be initialized with gladLoadGL() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) -#include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code. -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) -#ifndef GLFW_INCLUDE_NONE -#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. -#endif -#include // Needs to be initialized with glbinding::Binding::initialize() in user's code. -#include -using namespace gl; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) -#ifndef GLFW_INCLUDE_NONE -#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. -#endif -#include // Needs to be initialized with glbinding::initialize() in user's code. -#include -using namespace gl; -#else -#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM -#endif -#endif - -// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. -#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0 -#else -#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1 -#endif - -// OpenGL Data -static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) -static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. -static GLuint g_FontTexture = 0; -static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; -static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location -static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location -static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; - -// Functions -bool ImGui_ImplOpenGL3_Init(const char* glsl_version) -{ - // Query for GL version (e.g. 320 for GL 3.2) -#if !defined(IMGUI_IMPL_OPENGL_ES2) - GLint major, minor; - glGetIntegerv(GL_MAJOR_VERSION, &major); - glGetIntegerv(GL_MINOR_VERSION, &minor); - g_GlVersion = (GLuint)(major * 100 + minor * 10); -#else - g_GlVersion = 200; // GLES 2 -#endif - - // Setup back-end capabilities flags - ImGuiIO& io = ImGui::GetIO(); - io.BackendRendererName = "imgui_impl_opengl3"; -#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. -#endif - - // Store GLSL version string so we can refer to it later in case we recreate shaders. - // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. -#if defined(IMGUI_IMPL_OPENGL_ES2) - if (glsl_version == NULL) - glsl_version = "#version 100"; -#elif defined(IMGUI_IMPL_OPENGL_ES3) - if (glsl_version == NULL) - glsl_version = "#version 300 es"; -#elif defined(__APPLE__) - if (glsl_version == NULL) - glsl_version = "#version 150"; -#else - if (glsl_version == NULL) - glsl_version = "#version 130"; -#endif - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); - strcpy(g_GlslVersionString, glsl_version); - strcat(g_GlslVersionString, "\n"); - - // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. - // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! - // If auto-detection fails or doesn't select the same GL loader file as used by your application, - // you are likely to get a crash below. - // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. - const char* gl_loader = "Unknown"; - IM_UNUSED(gl_loader); -#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) - gl_loader = "GL3W"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) - gl_loader = "GLEW"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) - gl_loader = "GLAD"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) - gl_loader = "GLAD2"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) - gl_loader = "glbinding2"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) - gl_loader = "glbinding3"; -#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - gl_loader = "custom"; -#else - gl_loader = "none"; -#endif - - // Make an arbitrary GL call (we don't actually need the result) - // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. - // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. - GLint current_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); - - return true; -} - -void ImGui_ImplOpenGL3_Shutdown() -{ - ImGui_ImplOpenGL3_DestroyDeviceObjects(); -} - -void ImGui_ImplOpenGL3_NewFrame() -{ - if (!g_ShaderHandle) - ImGui_ImplOpenGL3_CreateDeviceObjects(); -} - -static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) -{ - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); -#ifdef GL_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif - - // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) - bool clip_origin_lower_left = true; -#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) - GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); - if (current_clip_origin == GL_UPPER_LEFT) - clip_origin_lower_left = false; -#endif - - // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left - const float ortho_projection[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); -#ifdef GL_SAMPLER_BINDING - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. -#endif - - (void)vertex_array_object; -#ifndef IMGUI_IMPL_OPENGL_ES2 - glBindVertexArray(vertex_array_object); -#endif - - // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glEnableVertexAttribArray(g_AttribLocationVtxPos); - glEnableVertexAttribArray(g_AttribLocationVtxUV); - glEnableVertexAttribArray(g_AttribLocationVtxColor); - glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); -} - -// OpenGL3 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) -// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); - int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0) - return; - - // Backup GL state - GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); - glActiveTexture(GL_TEXTURE0); - GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); - GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); -#ifdef GL_SAMPLER_BINDING - GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); -#endif - GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 - GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); -#endif -#ifdef GL_POLYGON_MODE - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); -#endif - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); - GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); - GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); - GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); - GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); - GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // Setup desired GL state - // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) - // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. - GLuint vertex_array_object = 0; -#ifndef IMGUI_IMPL_OPENGL_ES2 - glGenVertexArrays(1, &vertex_array_object); -#endif - ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); - - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - - // Upload vertex/index buffers - glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); - else - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec4 clip_rect; - clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; - clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; - clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; - clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; - - if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) - { - // Apply scissor/clipping rectangle - glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); - - // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); -#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); - else -#endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); - } - } - } - } - - // Destroy the temporary VAO -#ifndef IMGUI_IMPL_OPENGL_ES2 - glDeleteVertexArrays(1, &vertex_array_object); -#endif - - // Restore modified GL state - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); -#ifdef GL_SAMPLER_BINDING - glBindSampler(0, last_sampler); -#endif - glActiveTexture(last_active_texture); -#ifndef IMGUI_IMPL_OPENGL_ES2 - glBindVertexArray(last_vertex_array_object); -#endif - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); - glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); -#ifdef GL_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); -#endif - 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 ImGui_ImplOpenGL3_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -#ifdef GL_UNPACK_ROW_LENGTH - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); -#endif - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Store our identifier - io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL3_DestroyFontsTexture() -{ - if (g_FontTexture) - { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); - io.Fonts->TexID = 0; - g_FontTexture = 0; - } -} - -// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. -static bool CheckShader(GLuint handle, const char* desc) -{ - GLint status = 0, log_length = 0; - glGetShaderiv(handle, GL_COMPILE_STATUS, &status); - glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); - if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); - if (log_length > 1) - { - ImVector buf; - buf.resize((int)(log_length + 1)); - glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); - fprintf(stderr, "%s\n", buf.begin()); - } - return (GLboolean)status == GL_TRUE; -} - -// If you get an error please report on GitHub. You may try different GL context version or GLSL version. -static bool CheckProgram(GLuint handle, const char* desc) -{ - GLint status = 0, log_length = 0; - glGetProgramiv(handle, GL_LINK_STATUS, &status); - glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); - if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); - if (log_length > 1) - { - ImVector buf; - buf.resize((int)(log_length + 1)); - glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); - fprintf(stderr, "%s\n", buf.begin()); - } - return (GLboolean)status == GL_TRUE; -} - -bool ImGui_ImplOpenGL3_CreateDeviceObjects() -{ - // Backup GL state - GLint last_texture, last_array_buffer; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 - GLint last_vertex_array; - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); -#endif - - // Parse GLSL version string - int glsl_version = 130; - sscanf(g_GlslVersionString, "#version %d", &glsl_version); - - const GLchar* vertex_shader_glsl_120 = - "uniform mat4 ProjMtx;\n" - "attribute vec2 Position;\n" - "attribute vec2 UV;\n" - "attribute vec4 Color;\n" - "varying vec2 Frag_UV;\n" - "varying vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* vertex_shader_glsl_130 = - "uniform mat4 ProjMtx;\n" - "in vec2 Position;\n" - "in vec2 UV;\n" - "in vec4 Color;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* vertex_shader_glsl_300_es = - "precision mediump float;\n" - "layout (location = 0) in vec2 Position;\n" - "layout (location = 1) in vec2 UV;\n" - "layout (location = 2) in vec4 Color;\n" - "uniform mat4 ProjMtx;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* vertex_shader_glsl_410_core = - "layout (location = 0) in vec2 Position;\n" - "layout (location = 1) in vec2 UV;\n" - "layout (location = 2) in vec4 Color;\n" - "uniform mat4 ProjMtx;\n" - "out vec2 Frag_UV;\n" - "out vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " Frag_UV = UV;\n" - " Frag_Color = Color;\n" - " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_120 = - "#ifdef GL_ES\n" - " precision mediump float;\n" - "#endif\n" - "uniform sampler2D Texture;\n" - "varying vec2 Frag_UV;\n" - "varying vec4 Frag_Color;\n" - "void main()\n" - "{\n" - " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_130 = - "uniform sampler2D Texture;\n" - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_300_es = - "precision mediump float;\n" - "uniform sampler2D Texture;\n" - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "layout (location = 0) out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" - "}\n"; - - const GLchar* fragment_shader_glsl_410_core = - "in vec2 Frag_UV;\n" - "in vec4 Frag_Color;\n" - "uniform sampler2D Texture;\n" - "layout (location = 0) out vec4 Out_Color;\n" - "void main()\n" - "{\n" - " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" - "}\n"; - - // Select shaders matching our GLSL versions - const GLchar* vertex_shader = NULL; - const GLchar* fragment_shader = NULL; - if (glsl_version < 130) - { - vertex_shader = vertex_shader_glsl_120; - fragment_shader = fragment_shader_glsl_120; - } - else if (glsl_version >= 410) - { - vertex_shader = vertex_shader_glsl_410_core; - fragment_shader = fragment_shader_glsl_410_core; - } - else if (glsl_version == 300) - { - vertex_shader = vertex_shader_glsl_300_es; - fragment_shader = fragment_shader_glsl_300_es; - } - else - { - vertex_shader = vertex_shader_glsl_130; - fragment_shader = fragment_shader_glsl_130; - } - - // Create shaders - const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; - g_VertHandle = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); - glCompileShader(g_VertHandle); - CheckShader(g_VertHandle, "vertex shader"); - - const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; - g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); - glCompileShader(g_FragHandle); - CheckShader(g_FragHandle, "fragment shader"); - - g_ShaderHandle = glCreateProgram(); - glAttachShader(g_ShaderHandle, g_VertHandle); - glAttachShader(g_ShaderHandle, g_FragHandle); - glLinkProgram(g_ShaderHandle); - CheckProgram(g_ShaderHandle, "shader program"); - - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); - - // Create buffers - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); - - ImGui_ImplOpenGL3_CreateFontsTexture(); - - // Restore modified GL state - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 - glBindVertexArray(last_vertex_array); -#endif - - return true; -} - -void ImGui_ImplOpenGL3_DestroyDeviceObjects() -{ - if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } - if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } - if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } - if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } - if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } - if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } - if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } - - ImGui_ImplOpenGL3_DestroyFontsTexture(); -} diff --git a/external/imgui/imgui_impl_opengl3.h b/external/imgui/imgui_impl_opengl3.h deleted file mode 100644 index 14eb284..0000000 --- a/external/imgui/imgui_impl_opengl3.h +++ /dev/null @@ -1,87 +0,0 @@ -// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 2.x 3.x 4.x -// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) -// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. - -// 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 Desktop OpenGL function loaders: -// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. -// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). -// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. - -// About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. -// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" -// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API - -// Backend API -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); - -// (Optional) Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); - -// Specific OpenGL ES versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android - -// Attempt to auto-detect the default Desktop GL loader based on available header files. -// If auto-detection fails or doesn't select the same GL loader file as used by your application, -// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). -// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. -#if !defined(IMGUI_IMPL_OPENGL_ES2) \ - && !defined(IMGUI_IMPL_OPENGL_ES3) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - -// Try to detect GLES on matching platforms -#if defined(__APPLE__) -#include "TargetConditionals.h" -#endif -#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) -#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" - -// Otherwise try to detect supported Desktop OpenGL loaders.. -#elif defined(__has_include) -#if __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLEW -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLAD2 -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GL3W -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 -#elif __has_include() - #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 -#else - #error "Cannot detect OpenGL loader!" -#endif -#else - #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository -#endif - -#endif diff --git a/external/imgui/imgui_impl_sdl.cpp b/external/imgui/imgui_impl_sdl.cpp deleted file mode 100644 index 695ac81..0000000 --- a/external/imgui/imgui_impl_sdl.cpp +++ /dev/null @@ -1,370 +0,0 @@ -// dear imgui: Platform Binding 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.) -// (Requires: SDL 2.0. Prefer SDL 2.0.4+ 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 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) -// 2020-05-25: 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 "TargetConditionals.h" -#endif - -#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) -#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) - -// Data -static SDL_Window* g_Window = NULL; -static Uint64 g_Time = 0; -static bool g_MousePressed[3] = { false, false, false }; -static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static char* g_ClipboardTextData = NULL; -static bool g_MouseCanUseGlobalState = true; - -static const char* ImGui_ImplSDL2_GetClipboardText(void*) -{ - if (g_ClipboardTextData) - SDL_free(g_ClipboardTextData); - g_ClipboardTextData = SDL_GetClipboardText(); - return g_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(); - 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) g_MousePressed[0] = true; - if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; - if (event->button.button == SDL_BUTTON_MIDDLE) g_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; - } - } - return false; -} - -static bool ImGui_ImplSDL2_Init(SDL_Window* window) -{ - g_Window = window; - - // 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_sdl"; - - // Keyboard mapping. 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 - g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); - g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); - - // Check and store if we are on Wayland - g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0; - -#ifdef _WIN32 - SDL_SysWMinfo wmInfo; - SDL_VERSION(&wmInfo.version); - SDL_GetWindowWMInfo(window, &wmInfo); - io.ImeWindowHandle = wmInfo.info.win.window; -#else - (void)window; -#endif - - return true; -} - -bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) -{ - (void)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); -} - -void ImGui_ImplSDL2_Shutdown() -{ - g_Window = NULL; - - // Destroy last known clipboard data - if (g_ClipboardTextData) - SDL_free(g_ClipboardTextData); - g_ClipboardTextData = NULL; - - // Destroy SDL mouse cursors - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - SDL_FreeCursor(g_MouseCursors[cursor_n]); - memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); -} - -static void ImGui_ImplSDL2_UpdateMousePosAndButtons() -{ - ImGuiIO& io = ImGui::GetIO(); - - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos) - SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); - else - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - int mx, my; - Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); - io.MouseDown[0] = g_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] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) - SDL_Window* focused_window = SDL_GetKeyboardFocus(); - if (g_Window == focused_window) - { - if (g_MouseCanUseGlobalState) - { - // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) - // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. - // Won't use this workaround when on Wayland, as there is no global mouse position. - int wx, wy; - SDL_GetWindowPosition(focused_window, &wx, &wy); - SDL_GetGlobalMouseState(&mx, &my); - mx -= wx; - my -= wy; - } - io.MousePos = ImVec2((float)mx, (float)my); - } - - // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. - // The function is only supported from SDL 2.0.4 (released Jan 2016) - bool any_mouse_button_down = ImGui::IsAnyMouseDown(); - SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); -#else - if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); -#endif -} - -static void ImGui_ImplSDL2_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return; - - 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(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_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(SDL_Window* window) -{ - 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; - SDL_GetWindowSize(window, &w, &h); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) - w = h = 0; - SDL_GL_GetDrawableSize(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 = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); - g_Time = current_time; - - ImGui_ImplSDL2_UpdateMousePosAndButtons(); - ImGui_ImplSDL2_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplSDL2_UpdateGamepads(); -} diff --git a/external/imgui/imgui_impl_sdl.h b/external/imgui/imgui_impl_sdl.h deleted file mode 100644 index bf207ba..0000000 --- a/external/imgui/imgui_impl_sdl.h +++ /dev/null @@ -1,29 +0,0 @@ -// dear imgui: Platform Binding 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 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 - -#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 void ImGui_ImplSDL2_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); -IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); diff --git a/framework/imgui/src/mm/services/imgui_s.cpp b/framework/imgui/src/mm/services/imgui_s.cpp index e48f002..dbdff82 100644 --- a/framework/imgui/src/mm/services/imgui_s.cpp +++ b/framework/imgui/src/mm/services/imgui_s.cpp @@ -1,12 +1,12 @@ #include "./imgui_s.hpp" #include -#include +#include #include #ifdef MM_OPENGL_3 -#include +#include #endif #include diff --git a/framework/opengl_renderer/src/mm/opengl/render_tasks/imgui.cpp b/framework/opengl_renderer/src/mm/opengl/render_tasks/imgui.cpp index 303d86a..e445c21 100644 --- a/framework/opengl_renderer/src/mm/opengl/render_tasks/imgui.cpp +++ b/framework/opengl_renderer/src/mm/opengl/render_tasks/imgui.cpp @@ -3,7 +3,7 @@ #include #include -#include +#include #include #ifndef MM_OPENGL_3_GLES