/*! * \file src/UI.cpp * \brief UI interface manager * * \author xythobuz */ #include #include #include "imgui/imgui.h" #include "stb/stb_image.h" #include "global.h" #include "Camera.h" #include "Console.h" #include "Game.h" #include "Log.h" #include "Menu.h" #include "Render.h" #include "RunTime.h" #include "SoundManager.h" #include "TextureManager.h" #include "World.h" #include "commands/Command.h" #include "system/Sound.h" #include "system/Window.h" #include "utils/time.h" #include "UI.h" bool UI::visible = false; unsigned int UI::fontTex; std::string UI::iniFilename; std::string UI::logFilename; bool UI::metaKeyIsActive = false; std::list> UI::keyboardEvents; std::list> UI::clickEvents; std::list> UI::motionEvents; std::list> UI::scrollEvents; int UI::initialize() { iniFilename = RunTime::getBaseDir() + "/imgui.ini"; logFilename = RunTime::getBaseDir() + "/imgui_log.txt"; ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y); io.DeltaTime = 1.0f / 60.0f; io.IniFilename = iniFilename.c_str(); io.LogFilename = logFilename.c_str(); io.KeyMap[ImGuiKey_Tab] = tabKey; io.KeyMap[ImGuiKey_LeftArrow] = leftKey; io.KeyMap[ImGuiKey_RightArrow] = rightKey; io.KeyMap[ImGuiKey_UpArrow] = upKey; io.KeyMap[ImGuiKey_DownArrow] = downKey; io.KeyMap[ImGuiKey_Home] = homeKey; io.KeyMap[ImGuiKey_End] = endKey; io.KeyMap[ImGuiKey_Delete] = delKey; io.KeyMap[ImGuiKey_Backspace] = backspaceKey; io.KeyMap[ImGuiKey_Enter] = enterKey; io.KeyMap[ImGuiKey_Escape] = escapeKey; io.KeyMap[ImGuiKey_A] = aKey; io.KeyMap[ImGuiKey_C] = cKey; io.KeyMap[ImGuiKey_V] = vKey; io.KeyMap[ImGuiKey_X] = xKey; io.KeyMap[ImGuiKey_Y] = yKey; io.KeyMap[ImGuiKey_Z] = zKey; io.RenderDrawListsFn = UI::renderImGui; // Load font texture //! \todo Use our own font subsystem instead of this? const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(nullptr, nullptr, &png_data, &png_size); int tex_x, tex_y, tex_comp; void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); fontTex = getTextureManager().loadBufferSlot((unsigned char*)tex_data, tex_x, tex_y, TextureManager::ColorMode::RGBA, 32, TextureManager::TextureStorage::SYSTEM, -1, false); stbi_image_free(tex_data); return 0; } void UI::eventsFinished() { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y); static unsigned long lastTime = 0; io.DeltaTime = ((float)(systemTimerGet() - lastTime)) / 1000.0f; lastTime = systemTimerGet(); if (io.DeltaTime <= 0.0f) io.DeltaTime = 1.0f / 60.0f; ImGui::NewFrame(); if (!visible) { while (!clickEvents.empty()) { auto i = clickEvents.front(); if (getMenu().isVisible()) { getMenu().handleMouseClick(std::get<0>(i), std::get<1>(i), std::get<2>(i), std::get<3>(i)); } clickEvents.pop_front(); } while (!motionEvents.empty()) { auto i = motionEvents.front(); if (!getMenu().isVisible()) { getGame().handleMouseMotion(std::get<0>(i), std::get<1>(i), std::get<2>(i), std::get<3>(i)); } motionEvents.pop_front(); } while (!scrollEvents.empty()) { auto i = scrollEvents.front(); if (getMenu().isVisible()) { getMenu().handleMouseScroll(std::get<0>(i), std::get<1>(i)); } scrollEvents.pop_front(); } } while (!keyboardEvents.empty()) { auto i = keyboardEvents.front(); if (!visible) { if (getMenu().isVisible()) { getMenu().handleKeyboard(std::get<0>(i), std::get<1>(i)); } else { for (int n = forwardAction; n < ActionEventCount; n++) { if (RunTime::getKeyBinding((ActionEvents)n) == std::get<0>(i)) getGame().handleAction((ActionEvents)n, !std::get<1>(i)); } } } if (std::get<1>(i)) { if (!visible) { if (RunTime::getKeyBinding(menuAction) == std::get<0>(i)) { getMenu().setVisible(!getMenu().isVisible()); } } if ((!io.WantCaptureKeyboard) || (!visible)) { if (RunTime::getKeyBinding(debugAction) == std::get<0>(i)) { if (!metaKeyIsActive) visible = !visible; } } } keyboardEvents.pop_front(); } bool clicked = !clickEvents.empty(); // Only already empty when !visible if (visible) { clickEvents.clear(); motionEvents.clear(); scrollEvents.clear(); } if (visible && ( ((!io.WantCaptureKeyboard) && io.KeysDown[escapeKey]) || ((!io.WantCaptureMouse) && clicked) )) { visible = false; } if (Window::getTextInput() != visible) Window::setTextInput(visible); bool input = !(visible || getMenu().isVisible()); if (Window::getMousegrab() != input) Window::setMousegrab(input); io.MouseWheel = 0; } void UI::display() { if (!visible) return; Console::display(); static bool showTestWindow = false; if (ImGui::Begin("Engine")) { Render::displayUI(); RunTime::display(); SoundManager::display(); /* static bool visibleTex = false; static bool visibleTile = false; static bool visibleAnim = false; static bool visibleSprite = false; if (ImGui::CollapsingHeader("Texture Viewer")) { static bool game = getGame().isLoaded(); static int index = 0; ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::SliderInt("##texslide", &index, 0, getTextureManager().numTextures( game ? TextureManager::TextureStorage::GAME : TextureManager::TextureStorage::SYSTEM) - 1); ImGui::PopItemWidth(); ImGui::SameLine(); if (ImGui::Button("+##texplus", ImVec2(0, 0), true)) { if (index < (getTextureManager().numTextures( game ? TextureManager::TextureStorage::GAME : TextureManager::TextureStorage::SYSTEM) - 1)) index++; else index = 0; } ImGui::SameLine(); if (ImGui::Button("-##texminus", ImVec2(0, 0), true)) { if (index > 0) index--; else index = getTextureManager().numTextures( game ? TextureManager::TextureStorage::GAME : TextureManager::TextureStorage::SYSTEM) - 1; } ImGui::SameLine(); if ((getTextureManager().numTextures() > 0)) { ImGui::Checkbox("Game##texgame", &game); } else { game = false; } ImGui::SameLine(); if (ImGui::Button("Show##texshow")) { visibleTex = true; visibleTile = false; visibleAnim = false; visibleSprite = false; } ImGui::SameLine(); if (ImGui::Button("Clear##texclear")) { getRender().debugDisplayTexture(); visibleTex = false; } if (visibleTex) { getRender().debugDisplayTexture(index, game ? TextureManager::TextureStorage::GAME : TextureManager::TextureStorage::SYSTEM, ImGui::GetWindowPos().x - ImGui::GetWindowWidth(), ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowWidth()); } } if (ImGui::CollapsingHeader("Textile Viewer")) { if (getTextureManager().numTiles() > 0) { static int index = 0; ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::SliderInt("##tileslide", &index, 0, getTextureManager().numTiles() - 1); ImGui::PopItemWidth(); ImGui::SameLine(); if (ImGui::Button("+##tileplus", ImVec2(0, 0), true)) { if (index < (getTextureManager().numTiles() - 1)) index++; else index = 0; } ImGui::SameLine(); if (ImGui::Button("-##tileminus", ImVec2(0, 0), true)) { if (index > 0) index--; else index = getTextureManager().numTiles() - 1; } ImGui::SameLine(); if (ImGui::Button("Show##tileshow")) { visibleTile = true; visibleTex = false; visibleAnim = false; visibleSprite = false; } ImGui::SameLine(); if (ImGui::Button("Clear##tileclear")) { getRender().debugDisplayTextile(); visibleTile = false; } if (visibleTile && (index < getTextureManager().numTiles())) { ImGui::Text(getTextureManager().getTile(index).isTriangle() ? "Triangle" : "Rectangle"); } if (visibleTile) { getRender().debugDisplayTextile(index, ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2), ImGui::GetWindowPos().y, (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2)); } } else { ImGui::Text("Please load a level using the new loader!"); } } if (ImGui::CollapsingHeader("Animated Textile Viewer")) { if (getTextureManager().numAnimatedTiles() > 0) { static int index = 0; static int tile = getTextureManager().getFirstTileAnimation(index); ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); if (ImGui::SliderInt("##animslide", &index, 0, getTextureManager().numAnimatedTiles() - 1)) { tile = getTextureManager().getFirstTileAnimation(index); } ImGui::PopItemWidth(); ImGui::SameLine(); if (ImGui::Button("+##animplus", ImVec2(0, 0), true)) { if (index < (getTextureManager().numAnimatedTiles() - 1)) index++; else index = 0; tile = getTextureManager().getFirstTileAnimation(index); } ImGui::SameLine(); if (ImGui::Button("-##animminus", ImVec2(0, 0), true)) { if (index > 0) index--; else index = getTextureManager().numAnimatedTiles() - 1; tile = getTextureManager().getFirstTileAnimation(index); } ImGui::SameLine(); if (ImGui::Button("Show##animshow")) { visibleAnim = true; visibleTex = false; visibleTile = false; visibleSprite = false; } ImGui::SameLine(); if (ImGui::Button("Clear##animclear")) { getRender().debugDisplayTextile(); visibleAnim = false; } if (visibleAnim) { static int fr = 0; if (fr > 0) { fr--; } else { getRender().debugDisplayTextile(tile, ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2), ImGui::GetWindowPos().y, (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2)); fr = RunTime::getFPS() / 2; tile = getTextureManager().getNextTileAnimation(tile); } ImGui::Text("Current Tile: %d", tile); } } else { ImGui::Text("Please load a level with animated textures!"); } } if (ImGui::CollapsingHeader("Sprite Sequence Viewer")) { if (getWorld().sizeSprite() <= 0) { ImGui::Text("Please load a level containing sprites!"); } else { static int index = 0; static int sprite = 0; ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); if (ImGui::SliderInt("##spriteslide", &index, 0, getWorld().sizeSprite() - 1)) sprite = 0; ImGui::PopItemWidth(); ImGui::SameLine(); if (ImGui::Button("+##spriteplus", ImVec2(0, 0), true)) { if (index < (getWorld().sizeSprite() - 1)) index++; else index = 0; sprite = 0; } ImGui::SameLine(); if (ImGui::Button("-##spriteminus", ImVec2(0, 0), true)) { if (index > 0) index--; else index = getWorld().sizeSprite() - 1; sprite = 0; } ImGui::SameLine(); if (ImGui::Button("Show##spriteshow")) { visibleSprite = true; visibleTex = false; visibleTile = false; visibleAnim = false; sprite = 0; } ImGui::SameLine(); if (ImGui::Button("Clear##spriteclear")) { getRender().debugDisplaySprite(); visibleSprite = false; } if (visibleSprite) { static int fr = 0; if (fr > 0) { fr--; } else { getRender().debugDisplaySprite(index, sprite, ImGui::GetWindowPos().x - (ImGui::GetWindowWidth() / 2), ImGui::GetWindowPos().y, (ImGui::GetWindowWidth() / 2), (ImGui::GetWindowWidth() / 2)); fr = RunTime::getFPS() / 10; if (sprite < (getWorld().getSprite(index).size() - 1)) sprite++; else sprite = 0; } ImGui::Text("Sprite %d/%d", sprite + 1, getWorld().getSprite(index).size()); } } } */ if (ImGui::CollapsingHeader("ImGui/Debug UI Help")) { //ImGui::TextWrapped("DebugViewer Textures/Textiles/Sprites will be drawn on" // " the left side and scale with the size of this window!"); //ImGui::Separator(); ImGui::ShowUserGuide(); ImGui::Separator(); if (ImGui::Button("Show/Hide Test Window")) { showTestWindow = !showTestWindow; } } } ImGui::End(); if (showTestWindow) ImGui::ShowTestWindow(); ImGui::Render(); } void UI::shutdown() { ImGui::Shutdown(); } void UI::handleKeyboard(KeyboardButton key, bool pressed) { ImGuiIO& io = ImGui::GetIO(); io.KeysDown[key] = pressed; io.KeyCtrl = io.KeysDown[leftctrlKey] | io.KeysDown[rightctrlKey]; io.KeyShift = io.KeysDown[leftshiftKey] | io.KeysDown[rightshiftKey]; keyboardEvents.push_back(std::make_tuple(key, pressed)); if ((key == leftguiKey) || (key == rightguiKey)) metaKeyIsActive = pressed; } void UI::handleText(char* text, bool notFinished) { if (notFinished) return; ImGuiIO& io = ImGui::GetIO(); while (*text != '\0') { io.AddInputCharacter(*text); text++; } } void UI::handleMouseClick(unsigned int x, unsigned int y, KeyboardButton button, bool released) { ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2((float)x, (float)y); if (button == leftmouseKey) { io.MouseDown[0] = !released; } else if (button == rightmouseKey) { io.MouseDown[1] = !released; } else if (button == middlemouseKey) { io.MouseDown[2] = !released; } else if (button == fourthmouseKey) { io.MouseDown[3] = !released; } else if (button == fifthmouseKey) { io.MouseDown[4] = !released; } clickEvents.push_back(std::make_tuple(x, y, button, released)); } void UI::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) { ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2((float)xabs, (float)yabs); motionEvents.push_back(std::make_tuple(xrel, yrel, xabs, yabs)); } void UI::handleMouseScroll(int xrel, int yrel) { ImGuiIO& io = ImGui::GetIO(); io.MouseWheel += yrel; scrollEvents.push_back(std::make_tuple(xrel, yrel)); } void UI::handleControllerAxis(float value, KeyboardButton axis) { getGame().handleControllerAxis(value, axis); } void UI::handleControllerButton(KeyboardButton button, bool released) { getGame().handleControllerButton(button, released); } void UI::setVisible(bool v) { visible = v; } bool UI::isVisible() { return visible; } void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) { if (cmd_lists_count == 0) return; glEnable(GL_SCISSOR_TEST); glDisable(GL_DEPTH_TEST); Window::imguiShader.use(); Window::imguiShader.loadUniform(0, Window::getSize()); Window::imguiShader.loadUniform(1, fontTex, TextureManager::TextureStorage::SYSTEM); Window::imguiShader.bindBuffer(0, 0, 2); Window::imguiShader.bindBuffer(1, 1, 2); Window::imguiShader.bindBuffer(2, 2, 4); std::vector vertices; std::vector uvs; std::vector colors; /*! \fixme Don't copy data * The GL calls and the shaders can probably be slightly altered * to avoid copying all the vertices, uvs and colors again here. */ for (int i = 0; i < cmd_lists_count; i++) { auto& commands = cmd_lists[i]->commands; auto& buffer = cmd_lists[i]->vtx_buffer; int offset = 0; for (int n = 0; n < commands.size(); n++) { for (int v = 0; v < commands[n].vtx_count; v++) { vertices.push_back(glm::vec2(buffer[offset + v].pos.x, buffer[offset + v].pos.y)); uvs.push_back(glm::vec2(buffer[offset + v].uv.x, buffer[offset + v].uv.y)); float r, g, b, a; a = ((buffer[offset + v].col & 0xFF000000) >> 24) / 255.0f; b = ((buffer[offset + v].col & 0x00FF0000) >> 16) / 255.0f; g = ((buffer[offset + v].col & 0x0000FF00) >> 8) / 255.0f; r = (buffer[offset + v].col & 0x000000FF) / 255.0f; colors.push_back(glm::vec4(r, g, b, a)); } offset += commands[n].vtx_count; Window::imguiShader.bufferData(0, vertices); Window::imguiShader.bufferData(1, uvs); Window::imguiShader.bufferData(2, colors); glScissor(commands[n].clip_rect.x, Window::getSize().y - commands[n].clip_rect.w, commands[n].clip_rect.z - commands[n].clip_rect.x, commands[n].clip_rect.w - commands[n].clip_rect.y); glDrawArrays(GL_TRIANGLES, 0, vertices.size()); vertices.clear(); uvs.clear(); colors.clear(); } } Window::imguiShader.disableAttribs(); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); }