mirror of
https://github.com/ggerganov/ggwave.git
synced 2026-02-06 08:37:59 +08:00
refactor example + adding imgui and imtui submodules
This commit is contained in:
6
.gitmodules
vendored
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6
.gitmodules
vendored
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@@ -0,0 +1,6 @@
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[submodule "examples/third-party/imtui"]
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path = examples/third-party/imtui
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url = https://github.com/ggerganov/imtui
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[submodule "examples/third-party/imgui/imgui"]
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path = examples/third-party/imgui/imgui
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url = https://github.com/ocornut/imgui
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@@ -1,5 +1,11 @@
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find_package(Threads REQUIRED)
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# third-party
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add_subdirectory(third-party)
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# helper libraries
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add_library(ggwave-common ${GGWAVE_LIBRARY_TYPE}
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ggwave-common.cpp
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)
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@@ -48,6 +54,8 @@ if (GGWAVE_SUPPORT_SDL2)
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)
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endif()
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# examples
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if (GGWAVE_SUPPORT_SDL2)
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if (EMSCRIPTEN)
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# emscripten sdl2 examples
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@@ -57,5 +65,6 @@ if (GGWAVE_SUPPORT_SDL2)
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# non-emscripten sdl2 examples
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add_subdirectory(ggwave-cli)
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add_subdirectory(ggwave-gui)
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endif()
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endif()
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@@ -1,94 +1,15 @@
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/*! \file main.cpp
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* \brief Send/Receive data through sound in the terminal
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* \author Georgi Gerganov
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*/
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#include "ggwave/ggwave.h"
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#include "ggwave-common.h"
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#include "ggwave-common-sdl2.h"
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#include <SDL.h>
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#include <SDL_audio.h>
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#include <cstdio>
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#include <string>
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#include <chrono>
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#include <mutex>
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#include <thread>
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#include <iostream>
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static char *g_defaultCaptureDeviceName = nullptr;
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static int g_captureId = -1;
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static int g_playbackId = -1;
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static bool g_isInitialized = false;
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static SDL_AudioDeviceID g_devIdIn = 0;
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static SDL_AudioDeviceID g_devIdOut = 0;
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static GGWave *g_ggWave = nullptr;
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// main loop
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void update() {
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if (g_isInitialized == false) return;
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SDL_Event e;
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SDL_bool shouldTerminate = SDL_FALSE;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) {
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shouldTerminate = SDL_TRUE;
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}
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}
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static GGWave::CBQueueAudio cbQueueAudio = [&](const void * data, uint32_t nBytes) {
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SDL_QueueAudio(g_devIdOut, data, nBytes);
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};
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static GGWave::CBDequeueAudio CBDequeueAudio = [&](void * data, uint32_t nMaxBytes) {
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return SDL_DequeueAudio(g_devIdIn, data, nMaxBytes);
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};
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if (g_ggWave->getHasData() == false) {
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SDL_PauseAudioDevice(g_devIdOut, SDL_FALSE);
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static auto tLastNoData = std::chrono::high_resolution_clock::now();
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auto tNow = std::chrono::high_resolution_clock::now();
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if ((int) SDL_GetQueuedAudioSize(g_devIdOut) < g_ggWave->getSamplesPerFrame()*g_ggWave->getSampleSizeBytesOut()) {
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SDL_PauseAudioDevice(g_devIdIn, SDL_FALSE);
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if (::getTime_ms(tLastNoData, tNow) > 500.0f) {
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g_ggWave->receive(CBDequeueAudio);
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if ((int) SDL_GetQueuedAudioSize(g_devIdIn) > 32*g_ggWave->getSamplesPerFrame()*g_ggWave->getSampleSizeBytesIn()) {
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SDL_ClearQueuedAudio(g_devIdIn);
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}
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} else {
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SDL_ClearQueuedAudio(g_devIdIn);
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}
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} else {
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tLastNoData = tNow;
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//SDL_ClearQueuedAudio(g_devIdIn);
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//SDL_Delay(10);
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}
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} else {
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SDL_PauseAudioDevice(g_devIdOut, SDL_TRUE);
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SDL_PauseAudioDevice(g_devIdIn, SDL_TRUE);
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g_ggWave->send(cbQueueAudio);
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}
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if (shouldTerminate) {
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SDL_PauseAudioDevice(g_devIdIn, 1);
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SDL_CloseAudioDevice(g_devIdIn);
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SDL_PauseAudioDevice(g_devIdOut, 1);
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SDL_CloseAudioDevice(g_devIdOut);
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SDL_CloseAudio();
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SDL_Quit();
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}
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}
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int main(int argc, char** argv) {
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printf("Usage: %s [-cN] [-pN] [-tN]\n", argv[0]);
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printf(" -cN - select capture device N\n");
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@@ -100,61 +21,58 @@ int main(int argc, char** argv) {
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printf(" -t3 : Ultrasonic\n");
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printf("\n");
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g_defaultCaptureDeviceName = nullptr;
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auto argm = parseCmdArguments(argc, argv);
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g_captureId = argm["c"].empty() ? 0 : std::stoi(argm["c"]);
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g_playbackId = argm["p"].empty() ? 0 : std::stoi(argm["p"]);
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int captureId = argm["c"].empty() ? 0 : std::stoi(argm["c"]);
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int playbackId = argm["p"].empty() ? 0 : std::stoi(argm["p"]);
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int txProtocol = argm["t"].empty() ? 1 : std::stoi(argm["t"]);
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initSDL2ForGGWave(
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g_isInitialized,
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g_playbackId,
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g_devIdIn,
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g_captureId,
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g_devIdOut,
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g_ggWave);
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if (GGWave_init(playbackId, captureId) == false) {
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fprintf(stderr, "Failed to initialize GGWave\n");
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return -1;
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}
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g_ggWave->setTxMode(GGWave::TxMode::VariableLength);
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auto ggWave = GGWave_instance();
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ggWave->setTxMode(GGWave::TxMode::VariableLength);
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printf("Selecting Tx protocol %d\n", txProtocol);
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switch (txProtocol) {
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case 0:
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{
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printf("Using 'Normal' Tx Protocol\n");
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g_ggWave->setParameters(1, 40, 9, 3, 50);
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ggWave->setParameters(1, 40, 9, 3, 50);
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}
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break;
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case 1:
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{
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printf("Using 'Fast' Tx Protocol\n");
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g_ggWave->setParameters(1, 40, 6, 3, 50);
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ggWave->setParameters(1, 40, 6, 3, 50);
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}
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break;
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case 2:
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{
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printf("Using 'Fastest' Tx Protocol\n");
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g_ggWave->setParameters(1, 40, 3, 3, 50);
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ggWave->setParameters(1, 40, 3, 3, 50);
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}
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break;
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case 3:
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{
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printf("Using 'Ultrasonic' Tx Protocol\n");
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g_ggWave->setParameters(1, 320, 9, 3, 50);
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ggWave->setParameters(1, 320, 9, 3, 50);
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}
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break;
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default:
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{
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printf("Using 'Fast' Tx Protocol\n");
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g_ggWave->setParameters(1, 40, 6, 3, 50);
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ggWave->setParameters(1, 40, 6, 3, 50);
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}
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};
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printf("\n");
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g_ggWave->init(0, "");
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ggWave->init(0, "");
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std::mutex mutex;
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std::thread inputThread([&mutex]() {
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std::thread inputThread([&]() {
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std::string inputOld = "";
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while (true) {
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std::string input;
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@@ -168,30 +86,23 @@ int main(int argc, char** argv) {
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}
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{
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std::lock_guard<std::mutex> lock(mutex);
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g_ggWave->init(input.size(), input.data());
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ggWave->init(input.size(), input.data());
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}
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inputOld = input;
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}
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});
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while (true) {
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SDL_Delay(1);
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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{
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std::lock_guard<std::mutex> lock(mutex);
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update();
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GGWave_mainLoop();
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}
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}
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inputThread.join();
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delete g_ggWave;
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SDL_PauseAudioDevice(g_devIdIn, 1);
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SDL_CloseAudioDevice(g_devIdIn);
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SDL_PauseAudioDevice(g_devIdOut, 1);
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SDL_CloseAudioDevice(g_devIdOut);
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SDL_CloseAudio();
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SDL_Quit();
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GGWave_deinit();
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return 0;
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}
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@@ -2,17 +2,112 @@
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#include "ggwave/ggwave.h"
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#include "ggwave-common.h"
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#include <chrono>
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#ifdef __EMSCRIPTEN__
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#include "emscripten/emscripten.h"
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#else
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#define EMSCRIPTEN_KEEPALIVE
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#endif
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constexpr double kBaseSampleRate = 48000.0;
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bool initSDL2ForGGWave(
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bool & isInitialized,
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namespace {
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std::string g_defaultCaptureDeviceName = "";
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bool g_isInitialized = false;
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SDL_AudioDeviceID g_devIdIn = 0;
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SDL_AudioDeviceID g_devIdOut = 0;
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GGWave *g_ggWave = nullptr;
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}
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// JS interface
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extern "C" {
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EMSCRIPTEN_KEEPALIVE
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int setText(int textLength, const char * text) {
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g_ggWave->init(textLength, text);
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return 0;
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}
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EMSCRIPTEN_KEEPALIVE
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int getText(char * text) {
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std::copy(g_ggWave->getRxData().begin(), g_ggWave->getRxData().end(), text);
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return 0;
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}
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EMSCRIPTEN_KEEPALIVE
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int getSampleRate() { return g_ggWave->getSampleRateIn(); }
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EMSCRIPTEN_KEEPALIVE
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float getAverageRxTime_ms() { return g_ggWave->getAverageRxTime_ms(); }
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EMSCRIPTEN_KEEPALIVE
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int getFramesToRecord() { return g_ggWave->getFramesToRecord(); }
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EMSCRIPTEN_KEEPALIVE
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int getFramesLeftToRecord() { return g_ggWave->getFramesLeftToRecord(); }
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EMSCRIPTEN_KEEPALIVE
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int getFramesToAnalyze() { return g_ggWave->getFramesToAnalyze(); }
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EMSCRIPTEN_KEEPALIVE
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int getFramesLeftToAnalyze() { return g_ggWave->getFramesLeftToAnalyze(); }
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EMSCRIPTEN_KEEPALIVE
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int hasDeviceOutput() { return g_devIdOut; }
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EMSCRIPTEN_KEEPALIVE
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int hasDeviceCapture() { return (g_ggWave->getTotalBytesCaptured() > 0) ? g_devIdIn : 0; }
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EMSCRIPTEN_KEEPALIVE
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int doInit() {
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return GGWave_init(-1, -1);
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}
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EMSCRIPTEN_KEEPALIVE
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int setTxMode(int txMode) {
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g_ggWave->setTxMode((GGWave::TxMode)(txMode));
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g_ggWave->init(0, "");
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return 0;
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}
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EMSCRIPTEN_KEEPALIVE
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void setParameters(
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int paramFreqDelta,
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int paramFreqStart,
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int paramFramesPerTx,
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int paramBytesPerTx,
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int /*paramECCBytesPerTx*/,
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int paramVolume) {
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if (g_ggWave == nullptr) return;
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g_ggWave->setParameters(
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paramFreqDelta,
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paramFreqStart,
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paramFramesPerTx,
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paramBytesPerTx,
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paramVolume);
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g_ggWave->init(0, "");
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}
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}
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void GGWave_setDefaultCaptureDeviceName(std::string name) {
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g_defaultCaptureDeviceName = std::move(name);
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}
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bool GGWave_init(
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const int playbackId,
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SDL_AudioDeviceID & devIdIn,
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const int captureId,
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SDL_AudioDeviceID & devIdOut,
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GGWave *& ggWave,
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const char * defaultCaptureDeviceName) {
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if (isInitialized) return 0;
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const int captureId) {
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if (g_isInitialized) {
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return false;
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}
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printf("Initializing ...\n");
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@@ -60,17 +155,17 @@ bool initSDL2ForGGWave(
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if (playbackId >= 0) {
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printf("Attempt to open playback device %d : '%s' ...\n", playbackId, SDL_GetAudioDeviceName(playbackId, SDL_FALSE));
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devIdOut = SDL_OpenAudioDevice(SDL_GetAudioDeviceName(playbackId, SDL_FALSE), SDL_FALSE, &playbackSpec, &obtainedSpecOut, 0);
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g_devIdOut = SDL_OpenAudioDevice(SDL_GetAudioDeviceName(playbackId, SDL_FALSE), SDL_FALSE, &playbackSpec, &obtainedSpecOut, 0);
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} else {
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printf("Attempt to open default playback device ...\n");
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devIdOut = SDL_OpenAudioDevice(NULL, SDL_FALSE, &playbackSpec, &obtainedSpecOut, 0);
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g_devIdOut = SDL_OpenAudioDevice(NULL, SDL_FALSE, &playbackSpec, &obtainedSpecOut, 0);
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}
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if (!devIdOut) {
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if (!g_devIdOut) {
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printf("Couldn't open an audio device for playback: %s!\n", SDL_GetError());
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devIdOut = 0;
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g_devIdOut = 0;
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} else {
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printf("Obtained spec for output device (SDL Id = %d):\n", devIdOut);
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printf("Obtained spec for output device (SDL Id = %d):\n", g_devIdOut);
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printf(" - Sample rate: %d (required: %d)\n", obtainedSpecOut.freq, playbackSpec.freq);
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printf(" - Format: %d (required: %d)\n", obtainedSpecOut.format, playbackSpec.format);
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printf(" - Channels: %d (required: %d)\n", obtainedSpecOut.channels, playbackSpec.channels);
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@@ -108,16 +203,17 @@ bool initSDL2ForGGWave(
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if (captureId >= 0) {
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printf("Attempt to open capture device %d : '%s' ...\n", captureId, SDL_GetAudioDeviceName(captureId, SDL_FALSE));
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devIdIn = SDL_OpenAudioDevice(SDL_GetAudioDeviceName(captureId, SDL_TRUE), SDL_TRUE, &captureSpec, &obtainedSpecIn, 0);
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g_devIdIn = SDL_OpenAudioDevice(SDL_GetAudioDeviceName(captureId, SDL_TRUE), SDL_TRUE, &captureSpec, &obtainedSpecIn, 0);
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} else {
|
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printf("Attempt to open default capture device ...\n");
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devIdIn = SDL_OpenAudioDevice(defaultCaptureDeviceName, SDL_TRUE, &captureSpec, &obtainedSpecIn, 0);
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g_devIdIn = SDL_OpenAudioDevice(g_defaultCaptureDeviceName.empty() ? nullptr : g_defaultCaptureDeviceName.c_str(),
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SDL_TRUE, &captureSpec, &obtainedSpecIn, 0);
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}
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||||
if (!devIdIn) {
|
||||
if (!g_devIdIn) {
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||||
printf("Couldn't open an audio device for capture: %s!\n", SDL_GetError());
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||||
devIdIn = 0;
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||||
g_devIdIn = 0;
|
||||
} else {
|
||||
printf("Obtained spec for input device (SDL Id = %d):\n", devIdIn);
|
||||
printf("Obtained spec for input device (SDL Id = %d):\n", g_devIdIn);
|
||||
printf(" - Sample rate: %d\n", obtainedSpecIn.freq);
|
||||
printf(" - Format: %d (required: %d)\n", obtainedSpecIn.format, captureSpec.format);
|
||||
printf(" - Channels: %d (required: %d)\n", obtainedSpecIn.channels, captureSpec.channels);
|
||||
@@ -139,14 +235,79 @@ bool initSDL2ForGGWave(
|
||||
break;
|
||||
}
|
||||
|
||||
ggWave = new GGWave(
|
||||
g_ggWave = new GGWave(
|
||||
obtainedSpecIn.freq,
|
||||
obtainedSpecOut.freq,
|
||||
1024,
|
||||
sampleSizeBytesIn,
|
||||
sampleSizeBytesOut);
|
||||
|
||||
isInitialized = true;
|
||||
return 0;
|
||||
g_isInitialized = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
GGWave * GGWave_instance() { return g_ggWave; }
|
||||
|
||||
bool GGWave_mainLoop() {
|
||||
if (g_isInitialized == false) {
|
||||
return false;
|
||||
}
|
||||
|
||||
static GGWave::CBQueueAudio cbQueueAudio = [&](const void * data, uint32_t nBytes) {
|
||||
SDL_QueueAudio(g_devIdOut, data, nBytes);
|
||||
};
|
||||
|
||||
static GGWave::CBDequeueAudio CBDequeueAudio = [&](void * data, uint32_t nMaxBytes) {
|
||||
return SDL_DequeueAudio(g_devIdIn, data, nMaxBytes);
|
||||
};
|
||||
|
||||
if (g_ggWave->getHasData() == false) {
|
||||
SDL_PauseAudioDevice(g_devIdOut, SDL_FALSE);
|
||||
|
||||
static auto tLastNoData = std::chrono::high_resolution_clock::now();
|
||||
auto tNow = std::chrono::high_resolution_clock::now();
|
||||
|
||||
if ((int) SDL_GetQueuedAudioSize(g_devIdOut) < g_ggWave->getSamplesPerFrame()*g_ggWave->getSampleSizeBytesOut()) {
|
||||
SDL_PauseAudioDevice(g_devIdIn, SDL_FALSE);
|
||||
if (::getTime_ms(tLastNoData, tNow) > 500.0f) {
|
||||
g_ggWave->receive(CBDequeueAudio);
|
||||
if ((int) SDL_GetQueuedAudioSize(g_devIdIn) > 32*g_ggWave->getSamplesPerFrame()*g_ggWave->getSampleSizeBytesIn()) {
|
||||
SDL_ClearQueuedAudio(g_devIdIn);
|
||||
}
|
||||
} else {
|
||||
SDL_ClearQueuedAudio(g_devIdIn);
|
||||
}
|
||||
} else {
|
||||
tLastNoData = tNow;
|
||||
}
|
||||
} else {
|
||||
SDL_PauseAudioDevice(g_devIdOut, SDL_TRUE);
|
||||
SDL_PauseAudioDevice(g_devIdIn, SDL_TRUE);
|
||||
|
||||
g_ggWave->send(cbQueueAudio);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GGWave_deinit() {
|
||||
if (g_isInitialized == false) {
|
||||
return false;
|
||||
}
|
||||
|
||||
delete g_ggWave;
|
||||
g_ggWave = nullptr;
|
||||
|
||||
SDL_PauseAudioDevice(g_devIdIn, 1);
|
||||
SDL_CloseAudioDevice(g_devIdIn);
|
||||
SDL_PauseAudioDevice(g_devIdOut, 1);
|
||||
SDL_CloseAudioDevice(g_devIdOut);
|
||||
SDL_CloseAudio();
|
||||
SDL_Quit();
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_cancel_main_loop();
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -2,13 +2,17 @@
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
#include <string>
|
||||
|
||||
class GGWave;
|
||||
|
||||
bool initSDL2ForGGWave(
|
||||
bool & isInitialized,
|
||||
const int playbackId,
|
||||
SDL_AudioDeviceID & devIdIn,
|
||||
const int captureId,
|
||||
SDL_AudioDeviceID & devIdOut,
|
||||
GGWave *& ggWave,
|
||||
const char * defaultCaptureDeviceName = nullptr);
|
||||
// GGWave helpers
|
||||
|
||||
void GGWave_setDefaultCaptureDeviceName(std::string name);
|
||||
bool GGWave_init(const int playbackId, const int captureId);
|
||||
GGWave * GGWave_instance();
|
||||
bool GGWave_mainLoop();
|
||||
bool GGWave_deinit();
|
||||
|
||||
// ImGui helpers
|
||||
|
||||
|
||||
14
examples/ggwave-gui/CMakeLists.txt
Normal file
14
examples/ggwave-gui/CMakeLists.txt
Normal file
@@ -0,0 +1,14 @@
|
||||
add_executable(ggwave-gui main.cpp)
|
||||
|
||||
target_include_directories(ggwave-gui PRIVATE
|
||||
..
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_link_libraries(ggwave-gui PRIVATE
|
||||
ggwave
|
||||
ggwave-common
|
||||
ggwave-common-sdl2
|
||||
imgui-sdl2
|
||||
${CMAKE_THREAD_LIBS_INIT}
|
||||
)
|
||||
162
examples/ggwave-gui/main.cpp
Normal file
162
examples/ggwave-gui/main.cpp
Normal file
@@ -0,0 +1,162 @@
|
||||
#include "ggwave/ggwave.h"
|
||||
|
||||
#include "ggwave-common.h"
|
||||
#include "ggwave-common-sdl2.h"
|
||||
|
||||
#include <imgui/imgui.h>
|
||||
#include <imgui-extra/imgui_impl.h>
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_audio.h>
|
||||
#include <SDL_opengl.h>
|
||||
|
||||
#include <cstdio>
|
||||
#include <string>
|
||||
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
#include <iostream>
|
||||
|
||||
static SDL_Window * g_window;
|
||||
static void * g_gl_context;
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
printf("Usage: %s [-cN] [-pN] [-tN]\n", argv[0]);
|
||||
printf(" -cN - select capture device N\n");
|
||||
printf(" -pN - select playback device N\n");
|
||||
printf(" -tN - transmission protocol:\n");
|
||||
printf(" -t0 : Normal\n");
|
||||
printf(" -t1 : Fast (default)\n");
|
||||
printf(" -t2 : Fastest\n");
|
||||
printf(" -t3 : Ultrasonic\n");
|
||||
printf("\n");
|
||||
|
||||
auto argm = parseCmdArguments(argc, argv);
|
||||
int captureId = argm["c"].empty() ? 0 : std::stoi(argm["c"]);
|
||||
int playbackId = argm["p"].empty() ? 0 : std::stoi(argm["p"]);
|
||||
int txProtocol = argm["t"].empty() ? 1 : std::stoi(argm["t"]);
|
||||
|
||||
if (GGWave_init(playbackId, captureId) == false) {
|
||||
fprintf(stderr, "Failed to initialize GGWave\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
auto ggWave = GGWave_instance();
|
||||
|
||||
ggWave->setTxMode(GGWave::TxMode::VariableLength);
|
||||
|
||||
printf("Selecting Tx protocol %d\n", txProtocol);
|
||||
switch (txProtocol) {
|
||||
case 0:
|
||||
{
|
||||
printf("Using 'Normal' Tx Protocol\n");
|
||||
ggWave->setParameters(1, 40, 9, 3, 50);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
{
|
||||
printf("Using 'Fast' Tx Protocol\n");
|
||||
ggWave->setParameters(1, 40, 6, 3, 50);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
{
|
||||
printf("Using 'Fastest' Tx Protocol\n");
|
||||
ggWave->setParameters(1, 40, 3, 3, 50);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
{
|
||||
printf("Using 'Ultrasonic' Tx Protocol\n");
|
||||
ggWave->setParameters(1, 320, 9, 3, 50);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
{
|
||||
printf("Using 'Fast' Tx Protocol\n");
|
||||
ggWave->setParameters(1, 40, 6, 3, 50);
|
||||
}
|
||||
};
|
||||
printf("\n");
|
||||
|
||||
ggWave->init(0, "");
|
||||
|
||||
std::mutex mutex;
|
||||
std::thread inputThread([&]() {
|
||||
std::string inputOld = "";
|
||||
while (true) {
|
||||
std::string input;
|
||||
std::cout << "Enter text: ";
|
||||
getline(std::cin, input);
|
||||
if (input.empty()) {
|
||||
std::cout << "Re-sending ... " << std::endl;
|
||||
input = inputOld;
|
||||
} else {
|
||||
std::cout << "Sending ... " << std::endl;
|
||||
}
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mutex);
|
||||
ggWave->init(input.size(), input.data());
|
||||
}
|
||||
inputOld = input;
|
||||
}
|
||||
});
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
|
||||
fprintf(stderr, "Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
int windowX = 400;
|
||||
int windowY = 600;
|
||||
const char * windowTitle = "ggwave-gui";
|
||||
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
g_window = SDL_CreateWindow(windowTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowX, windowY, window_flags);
|
||||
|
||||
g_gl_context = SDL_GL_CreateContext(g_window);
|
||||
SDL_GL_MakeCurrent(g_window, g_gl_context);
|
||||
SDL_GL_SetSwapInterval(0); // Enable vsync
|
||||
|
||||
ImGui_Init(g_window, g_gl_context);
|
||||
|
||||
ImGui_NewFrame(g_window);
|
||||
ImGui::Render();
|
||||
|
||||
while (true) {
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mutex);
|
||||
GGWave_mainLoop();
|
||||
}
|
||||
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT) {}
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(g_window)) {}
|
||||
}
|
||||
|
||||
ImGui_NewFrame(g_window);
|
||||
|
||||
ImGui::ShowDemoWindow();
|
||||
|
||||
// Rendering
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(g_window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.4f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
SDL_GL_SwapWindow(g_window);
|
||||
}
|
||||
|
||||
inputThread.join();
|
||||
|
||||
GGWave_deinit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -1,179 +1,19 @@
|
||||
/*! \file main.cpp
|
||||
* \brief Send/Receive - WebAssembly port
|
||||
* \author Georgi Gerganov
|
||||
*/
|
||||
|
||||
#include "ggwave/ggwave.h"
|
||||
|
||||
#include "ggwave-common.h"
|
||||
#include "ggwave-common-sdl2.h"
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_audio.h>
|
||||
|
||||
#include <cstdio>
|
||||
#include <string>
|
||||
#include <chrono>
|
||||
|
||||
#include "build_timestamp.h"
|
||||
#include "emscripten/emscripten.h"
|
||||
|
||||
static char *g_defaultCaptureDeviceName = nullptr;
|
||||
|
||||
static int g_captureId = -1;
|
||||
static int g_playbackId = -1;
|
||||
|
||||
static bool g_isInitialized = false;
|
||||
|
||||
static SDL_AudioDeviceID g_devIdIn = 0;
|
||||
static SDL_AudioDeviceID g_devIdOut = 0;
|
||||
|
||||
static GGWave *g_ggWave = nullptr;
|
||||
|
||||
// JS interface
|
||||
extern "C" {
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int setText(int textLength, const char * text) {
|
||||
g_ggWave->init(textLength, text);
|
||||
return 0;
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int getText(char * text) {
|
||||
std::copy(g_ggWave->getRxData().begin(), g_ggWave->getRxData().end(), text);
|
||||
return 0;
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int getSampleRate() { return g_ggWave->getSampleRateIn(); }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
float getAverageRxTime_ms() { return g_ggWave->getAverageRxTime_ms(); }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int getFramesToRecord() { return g_ggWave->getFramesToRecord(); }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int getFramesLeftToRecord() { return g_ggWave->getFramesLeftToRecord(); }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int getFramesToAnalyze() { return g_ggWave->getFramesToAnalyze(); }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int getFramesLeftToAnalyze() { return g_ggWave->getFramesLeftToAnalyze(); }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int hasDeviceOutput() { return g_devIdOut; }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int hasDeviceCapture() { return (g_ggWave->getTotalBytesCaptured() > 0) ? g_devIdIn : 0; }
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int doInit() {
|
||||
return initSDL2ForGGWave(
|
||||
g_isInitialized,
|
||||
g_playbackId,
|
||||
g_devIdIn,
|
||||
g_captureId,
|
||||
g_devIdOut,
|
||||
g_ggWave,
|
||||
g_defaultCaptureDeviceName);
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
int setTxMode(int txMode) {
|
||||
g_ggWave->setTxMode((GGWave::TxMode)(txMode));
|
||||
g_ggWave->init(0, "");
|
||||
return 0;
|
||||
}
|
||||
|
||||
EMSCRIPTEN_KEEPALIVE
|
||||
void setParameters(
|
||||
int paramFreqDelta,
|
||||
int paramFreqStart,
|
||||
int paramFramesPerTx,
|
||||
int paramBytesPerTx,
|
||||
int /*paramECCBytesPerTx*/,
|
||||
int paramVolume) {
|
||||
if (g_ggWave == nullptr) return;
|
||||
|
||||
g_ggWave->setParameters(
|
||||
paramFreqDelta,
|
||||
paramFreqStart,
|
||||
paramFramesPerTx,
|
||||
paramBytesPerTx,
|
||||
paramVolume);
|
||||
|
||||
g_ggWave->init(0, "");
|
||||
}
|
||||
}
|
||||
|
||||
// main loop
|
||||
void update() {
|
||||
if (g_isInitialized == false) return;
|
||||
|
||||
SDL_Event e;
|
||||
SDL_bool shouldTerminate = SDL_FALSE;
|
||||
while (SDL_PollEvent(&e)) {
|
||||
if (e.type == SDL_QUIT) {
|
||||
shouldTerminate = SDL_TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
static GGWave::CBQueueAudio cbQueueAudio = [&](const void * data, uint32_t nBytes) {
|
||||
SDL_QueueAudio(g_devIdOut, data, nBytes);
|
||||
};
|
||||
|
||||
static GGWave::CBDequeueAudio CBDequeueAudio = [&](void * data, uint32_t nMaxBytes) {
|
||||
return SDL_DequeueAudio(g_devIdIn, data, nMaxBytes);
|
||||
};
|
||||
|
||||
if (g_ggWave->getHasData() == false) {
|
||||
SDL_PauseAudioDevice(g_devIdOut, SDL_FALSE);
|
||||
|
||||
static auto tLastNoData = std::chrono::high_resolution_clock::now();
|
||||
auto tNow = std::chrono::high_resolution_clock::now();
|
||||
|
||||
if ((int) SDL_GetQueuedAudioSize(g_devIdOut) < g_ggWave->getSamplesPerFrame()*g_ggWave->getSampleSizeBytesOut()) {
|
||||
SDL_PauseAudioDevice(g_devIdIn, SDL_FALSE);
|
||||
if (::getTime_ms(tLastNoData, tNow) > 500.0f) {
|
||||
g_ggWave->receive(CBDequeueAudio);
|
||||
if ((int) SDL_GetQueuedAudioSize(g_devIdIn) > 32*g_ggWave->getSamplesPerFrame()*g_ggWave->getSampleSizeBytesIn()) {
|
||||
SDL_ClearQueuedAudio(g_devIdIn);
|
||||
}
|
||||
} else {
|
||||
SDL_ClearQueuedAudio(g_devIdIn);
|
||||
}
|
||||
} else {
|
||||
tLastNoData = tNow;
|
||||
//SDL_ClearQueuedAudio(g_devIdIn);
|
||||
//SDL_Delay(10);
|
||||
}
|
||||
} else {
|
||||
SDL_PauseAudioDevice(g_devIdOut, SDL_TRUE);
|
||||
SDL_PauseAudioDevice(g_devIdIn, SDL_TRUE);
|
||||
|
||||
g_ggWave->send(cbQueueAudio);
|
||||
}
|
||||
|
||||
if (shouldTerminate) {
|
||||
SDL_PauseAudioDevice(g_devIdIn, 1);
|
||||
SDL_CloseAudioDevice(g_devIdIn);
|
||||
SDL_PauseAudioDevice(g_devIdOut, 1);
|
||||
SDL_CloseAudioDevice(g_devIdOut);
|
||||
SDL_CloseAudio();
|
||||
SDL_Quit();
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_cancel_main_loop();
|
||||
#endif
|
||||
}
|
||||
GGWave_mainLoop();
|
||||
}
|
||||
|
||||
int main(int , char** argv) {
|
||||
printf("Build time: %s\n", BUILD_TIMESTAMP);
|
||||
printf("Press the Init button to start\n");
|
||||
|
||||
g_defaultCaptureDeviceName = argv[1];
|
||||
GGWave_setDefaultCaptureDeviceName(argv[1]);
|
||||
|
||||
emscripten_set_main_loop(update, 60, 1);
|
||||
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
/*! \file main.js
|
||||
* \brief Text transfer over sound
|
||||
* \author Georgi Gerganov
|
||||
*/
|
||||
|
||||
function transmitText(sText) {
|
||||
var r = new Uint8Array(256);
|
||||
for (var i = 0; i < sText.length; ++i) {
|
||||
|
||||
4
examples/third-party/CMakeLists.txt
vendored
Normal file
4
examples/third-party/CMakeLists.txt
vendored
Normal file
@@ -0,0 +1,4 @@
|
||||
if (NOT EMSCRIPTEN)
|
||||
add_subdirectory(imtui)
|
||||
add_subdirectory(imgui)
|
||||
endif()
|
||||
67
examples/third-party/imgui/CMakeLists.txt
vendored
Normal file
67
examples/third-party/imgui/CMakeLists.txt
vendored
Normal file
@@ -0,0 +1,67 @@
|
||||
if (GGWAVE_ALL_WARNINGS_3RD_PARTY)
|
||||
if (CMAKE_COMPILER_IS_GNUCC OR CMAKE_CXX_COMPILER_ID MATCHES "Clang")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -pedantic")
|
||||
else()
|
||||
# todo : windows
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (APPLE)
|
||||
set(ADDITIONAL_LIBRARIES "-framework Cocoa")
|
||||
else (APPLE)
|
||||
unset(ADDITIONAL_LIBRARIES)
|
||||
endif (APPLE)
|
||||
|
||||
add_library(imgui SHARED
|
||||
imgui/imgui.cpp
|
||||
imgui/imgui_draw.cpp
|
||||
imgui/imgui_demo.cpp
|
||||
imgui/imgui_widgets.cpp
|
||||
)
|
||||
|
||||
target_include_directories(imgui INTERFACE
|
||||
.
|
||||
)
|
||||
|
||||
target_include_directories(imgui PRIVATE
|
||||
imgui
|
||||
)
|
||||
|
||||
target_link_libraries(imgui PRIVATE
|
||||
${ADDITIONAL_LIBRARIES}
|
||||
)
|
||||
|
||||
if (GGWAVE_SUPPORT_SDL2)
|
||||
find_package(OpenGL REQUIRED)
|
||||
find_package(SDL2 REQUIRED)
|
||||
string(STRIP "${SDL2_LIBRARIES}" SDL2_LIBRARIES)
|
||||
|
||||
add_library(imgui-sdl2 SHARED
|
||||
imgui/examples/libs/gl3w/GL/gl3w.c
|
||||
imgui-extra/imgui_impl.cpp
|
||||
imgui-extra/imgui_impl_sdl.cpp
|
||||
imgui-extra/imgui_impl_opengl3.cpp
|
||||
)
|
||||
|
||||
target_include_directories(imgui-sdl2 PUBLIC
|
||||
imgui/examples/libs/gl3w
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_include_directories(imgui-sdl2 PRIVATE
|
||||
imgui
|
||||
imgui-extra
|
||||
)
|
||||
|
||||
target_link_libraries(imgui-sdl2 PUBLIC
|
||||
imgui
|
||||
${OPENGL_LIBRARIES}
|
||||
${SDL2_LIBRARIES}
|
||||
)
|
||||
|
||||
target_link_libraries(imgui-sdl2 PRIVATE
|
||||
${CMAKE_DL_LIBS}
|
||||
${CMAKE_THREAD_LIBS_INIT}
|
||||
${ADDITIONAL_LIBRARIES}
|
||||
)
|
||||
endif()
|
||||
1
examples/third-party/imgui/imgui
vendored
Submodule
1
examples/third-party/imgui/imgui
vendored
Submodule
Submodule examples/third-party/imgui/imgui added at 9801c8c1c5
95
examples/third-party/imgui/imgui-extra/imgui_impl.cpp
vendored
Normal file
95
examples/third-party/imgui/imgui-extra/imgui_impl.cpp
vendored
Normal file
@@ -0,0 +1,95 @@
|
||||
#include "imgui-extra/imgui_impl.h"
|
||||
|
||||
#include "imgui-extra/imgui_impl_sdl.h"
|
||||
#include "imgui-extra/imgui_impl_opengl3.h"
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
ImGuiContext* ImGui_Init(SDL_Window* window, SDL_GLContext gl_context) {
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
|
||||
static bool isInitialized = false;
|
||||
if (!isInitialized) {
|
||||
// Initialize OpenGL loader
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
bool err = gl3wInit() != 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() == 0;
|
||||
#else
|
||||
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
|
||||
#endif
|
||||
|
||||
if (err) {
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return nullptr;
|
||||
}
|
||||
isInitialized = true;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
auto ctx = ImGui::CreateContext();
|
||||
ImGui::SetCurrentContext(ctx);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
bool res = true;
|
||||
res &= ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
res &= ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||
#else
|
||||
res &= ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
#endif
|
||||
|
||||
return res ? ctx : nullptr;
|
||||
}
|
||||
|
||||
void ImGui_Shutdown() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL2_Shutdown(); }
|
||||
void ImGui_NewFrame(SDL_Window* window) { ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL2_NewFrame(window); ImGui::NewFrame(); }
|
||||
bool ImGui_ProcessEvent(const SDL_Event* event) { return ImGui_ImplSDL2_ProcessEvent(event); }
|
||||
|
||||
void ImGui_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplOpenGL3_RenderDrawData(draw_data); }
|
||||
|
||||
bool ImGui_CreateFontsTexture() { return ImGui_ImplOpenGL3_CreateFontsTexture(); }
|
||||
void ImGui_DestroyFontsTexture() { ImGui_ImplOpenGL3_DestroyFontsTexture(); }
|
||||
bool ImGui_CreateDeviceObjects() { return ImGui_ImplOpenGL3_CreateDeviceObjects(); }
|
||||
void ImGui_DestroyDeviceObjects() { ImGui_ImplOpenGL3_DestroyDeviceObjects(); }
|
||||
|
||||
void ImGui_SaveState(int id) { ImGui_ImplSDL2_SaveState(id); ImGui_ImplOpenGL3_SaveState(id); }
|
||||
void ImGui_LoadState(int id) { ImGui_ImplSDL2_LoadState(id); ImGui_ImplOpenGL3_LoadState(id); }
|
||||
31
examples/third-party/imgui/imgui-extra/imgui_impl.h
vendored
Normal file
31
examples/third-party/imgui/imgui-extra/imgui_impl.h
vendored
Normal file
@@ -0,0 +1,31 @@
|
||||
/*! \file imgui_impl.h
|
||||
* \brief Enter description here.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#if (defined(__EMSCRIPTEN__))
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#endif
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
|
||||
struct SDL_Window;
|
||||
typedef void * SDL_GLContext;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API ImGuiContext* ImGui_Init(SDL_Window* window, SDL_GLContext gl_context);
|
||||
|
||||
void IMGUI_API ImGui_Shutdown();
|
||||
void IMGUI_API ImGui_NewFrame(SDL_Window* window);
|
||||
bool IMGUI_API ImGui_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
void IMGUI_API ImGui_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
bool IMGUI_API ImGui_CreateFontsTexture();
|
||||
void IMGUI_API ImGui_DestroyFontsTexture();
|
||||
bool IMGUI_API ImGui_CreateDeviceObjects();
|
||||
void IMGUI_API ImGui_DestroyDeviceObjects();
|
||||
|
||||
void IMGUI_API ImGui_SaveState(int id);
|
||||
void IMGUI_API ImGui_LoadState(int id);
|
||||
722
examples/third-party/imgui/imgui-extra/imgui_impl_opengl3.cpp
vendored
Normal file
722
examples/third-party/imgui/imgui-extra/imgui_impl_opengl3.cpp
vendored
Normal file
@@ -0,0 +1,722 @@
|
||||
// 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)
|
||||
// 2020-01-07: OpenGL: Added support for glbindings 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 dummy 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 <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// Auto-enable GLES on matching platforms
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // 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 <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
|
||||
#include <glbinding/gl/gl.h> // Initialize with glbinding::initialize()
|
||||
#include <glbinding/glbinding.h>
|
||||
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.
|
||||
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 int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
|
||||
#include <map>
|
||||
|
||||
struct State {
|
||||
GLuint FontTexture = 0;
|
||||
GLuint ShaderHandle = 0, VertHandle = 0, FragHandle = 0;
|
||||
int AttribLocationTex = 0, AttribLocationProjMtx = 0;
|
||||
int AttribLocationVtxPos = 0, AttribLocationVtxUV = 0, AttribLocationVtxColor = 0;
|
||||
unsigned int VboHandle = 0, ElementsHandle = 0;
|
||||
};
|
||||
|
||||
static std::map<int, State> g_state;
|
||||
|
||||
void ImGui_ImplOpenGL3_SaveState(int id) {
|
||||
auto & dst = g_state[id];
|
||||
|
||||
dst.FontTexture = g_FontTexture;
|
||||
dst.FontTexture = g_FontTexture;
|
||||
dst.ShaderHandle = g_ShaderHandle;
|
||||
dst.VertHandle = g_VertHandle;
|
||||
dst.FragHandle = g_FragHandle;
|
||||
dst.AttribLocationTex = g_AttribLocationTex;
|
||||
dst.AttribLocationProjMtx = g_AttribLocationProjMtx;
|
||||
dst.AttribLocationVtxPos = g_AttribLocationVtxPos;
|
||||
dst.AttribLocationVtxUV = g_AttribLocationVtxUV;
|
||||
dst.AttribLocationVtxColor = g_AttribLocationVtxColor;
|
||||
dst.VboHandle = g_VboHandle;
|
||||
dst.ElementsHandle = g_ElementsHandle;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_LoadState(int id) {
|
||||
const auto & src = g_state[id];
|
||||
|
||||
g_FontTexture = src.FontTexture;
|
||||
g_ShaderHandle = src.ShaderHandle;
|
||||
g_VertHandle = src.VertHandle;
|
||||
g_FragHandle = src.FragHandle;
|
||||
g_AttribLocationTex = src.AttribLocationTex;
|
||||
g_AttribLocationProjMtx = src.AttribLocationProjMtx;
|
||||
g_AttribLocationVtxPos = src.AttribLocationVtxPos;
|
||||
g_AttribLocationVtxUV = src.AttribLocationVtxUV;
|
||||
g_AttribLocationVtxColor = src.AttribLocationVtxColor;
|
||||
g_VboHandle = src.VboHandle;
|
||||
g_ElementsHandle = src.ElementsHandle;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Query for GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
GLint major, minor;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
g_GlVersion = major * 1000 + minor;
|
||||
#else
|
||||
g_GlVersion = 2000; // 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 >= 3200)
|
||||
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";
|
||||
#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");
|
||||
|
||||
// Dummy 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_GLBINDING)
|
||||
gl_loader = "glbinding";
|
||||
#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
gl_loader = "Custom";
|
||||
#endif
|
||||
|
||||
// Make a dummy 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
|
||||
|
||||
// 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;
|
||||
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);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &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);
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
#endif
|
||||
|
||||
// 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 * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * 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
|
||||
if (clip_origin_lower_left)
|
||||
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));
|
||||
else
|
||||
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 3200)
|
||||
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<char> 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<char> 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 = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = 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();
|
||||
}
|
||||
70
examples/third-party/imgui/imgui-extra/imgui_impl_opengl3.h
vendored
Normal file
70
examples/third-party/imgui/imgui-extra/imgui_impl_opengl3.h
vendored
Normal file
@@ -0,0 +1,70 @@
|
||||
// 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
|
||||
|
||||
// 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();
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_SaveState(int id);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_LoadState(int id);
|
||||
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Desktop OpenGL: attempt to detect default 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 '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#if defined(__has_include)
|
||||
#if __has_include(<GL/glew.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#elif __has_include(<glad/glad.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#elif __has_include(<GL/gl3w.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#elif __has_include(<glbinding/gl/gl.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING
|
||||
#else
|
||||
#error "Cannot detect OpenGL loader!"
|
||||
#endif
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
|
||||
#endif
|
||||
#endif
|
||||
|
||||
410
examples/third-party/imgui/imgui-extra/imgui_impl_sdl.cpp
vendored
Normal file
410
examples/third-party/imgui/imgui-extra/imgui_impl_sdl.cpp
vendored
Normal file
@@ -0,0 +1,410 @@
|
||||
// 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)
|
||||
// 2020-02-20: 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 <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#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;
|
||||
|
||||
#include <map>
|
||||
|
||||
struct State {
|
||||
SDL_Window* Window = NULL;
|
||||
Uint64 Time = 0;
|
||||
bool MousePressed[3] = { false, false, false };
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
char* ClipboardTextData = NULL;
|
||||
bool MouseCanUseGlobalState = true;
|
||||
};
|
||||
|
||||
static std::map<int, State> g_state;
|
||||
|
||||
void ImGui_ImplSDL2_SaveState(int id) {
|
||||
auto & dst = g_state[id];
|
||||
|
||||
dst.Window = g_Window;
|
||||
dst.Time = g_Time;
|
||||
dst.MousePressed[0] = g_MousePressed[0];
|
||||
dst.MousePressed[1] = g_MousePressed[1];
|
||||
dst.MousePressed[2] = g_MousePressed[2];
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; ++i) {
|
||||
dst.MouseCursors[i] = g_MouseCursors[i];
|
||||
}
|
||||
dst.ClipboardTextData = g_ClipboardTextData;
|
||||
dst.MouseCanUseGlobalState = g_MouseCanUseGlobalState;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_LoadState(int id) {
|
||||
const auto & src = g_state[id];
|
||||
|
||||
g_Window = src.Window;
|
||||
g_Time = src.Time;
|
||||
g_MousePressed[0] = src.MousePressed[0];
|
||||
g_MousePressed[1] = src.MousePressed[1];
|
||||
g_MousePressed[2] = src.MousePressed[2];
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; ++i) {
|
||||
g_MouseCursors[i] = src.MouseCursors[i];
|
||||
}
|
||||
g_ClipboardTextData = src.ClipboardTextData;
|
||||
g_MouseCanUseGlobalState = src.MouseCanUseGlobalState;
|
||||
}
|
||||
|
||||
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);
|
||||
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();
|
||||
}
|
||||
31
examples/third-party/imgui/imgui-extra/imgui_impl_sdl.h
vendored
Normal file
31
examples/third-party/imgui/imgui-extra/imgui_impl_sdl.h
vendored
Normal file
@@ -0,0 +1,31 @@
|
||||
// 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
|
||||
|
||||
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);
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SaveState(int id);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_LoadState(int id);
|
||||
1
examples/third-party/imtui
vendored
Submodule
1
examples/third-party/imtui
vendored
Submodule
Submodule examples/third-party/imtui added at bbbc5011bd
Reference in New Issue
Block a user