/*! * \file src/UI.cpp * \brief UI interface manager * * \author xythobuz */ #include #include "global.h" #include "Console.h" #include "Game.h" #include "Log.h" #include "Menu.h" #include "Render.h" #include "RunTime.h" #include "TextureManager.h" #include "Window.h" #include "commands/Command.h" #include "utils/time.h" #include "UI.h" #define STB_IMAGE_IMPLEMENTATION #include "imgui/stb_image.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 = getRunTime().getBaseDir() + "/imgui.ini"; logFilename = getRunTime().getBaseDir() + "/imgui_log.txt"; ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)getWindow().getWidth(), (float)getWindow().getHeight()); 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(NULL, NULL, &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); //! \fixme TODO use proper texture slot fontTex = getTextureManager().loadBufferSlot((unsigned char*)tex_data, tex_x, tex_y, RGBA, 32, TextureManager::TextureStorage::SYSTEM, -1, false); stbi_image_free(tex_data); return 0; } void UI::eventsFinished() { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)getWindow().getWidth(), (float)getWindow().getHeight()); 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 (getRunTime().getKeyBinding((ActionEvents)n) == std::get<0>(i)) getGame().handleAction((ActionEvents)n, !std::get<1>(i)); } } } if (std::get<1>(i)) { if (!visible) { if (getRunTime().getKeyBinding(menuAction) == std::get<0>(i)) { getMenu().setVisible(!getMenu().isVisible()); } } if ((!io.WantCaptureKeyboard) || (!visible)) { if (getRunTime().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 (getWindow().getTextInput() != visible) getWindow().setTextInput(visible); bool input = !(visible || getMenu().isVisible()); if (getWindow().getMousegrab() != input) getWindow().setMousegrab(input); } void UI::display() { if (!visible) return; Console::display(); if (ImGui::Begin("Engine")) { if (ImGui::CollapsingHeader("Info", NULL, true, true)) { ImGui::Text("Uptime: %lums", systemTimerGet()); } static bool visibleTex = false; static bool visibleTile = false; if (ImGui::CollapsingHeader("Textures")) { 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")) { if (index < (getTextureManager().numTextures( game ? TextureManager::TextureStorage::GAME : TextureManager::TextureStorage::SYSTEM) - 1)) index++; else index = 0; } ImGui::SameLine(); if (ImGui::Button("-##texminus")) { 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; } 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("Textiles")) { 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")) { if (index < (getTextureManager().numTiles() - 1)) index++; else index = 0; } ImGui::SameLine(); if (ImGui::Button("-##tileminus")) { if (index > 0) index--; else index = getTextureManager().numTiles() - 1; } ImGui::SameLine(); if (ImGui::Button("Show##tileshow")) { visibleTile = true; visibleTex = false; } ImGui::SameLine(); if (ImGui::Button("Clear##tileclear")) { getRender().debugDisplayTextile(); visibleTile = false; } 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!"); } } /* if (ImGui::CollapsingHeader("UI Help")) { ImGui::ShowUserGuide(); } */ } ImGui::End(); 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 != 0) ? yrel > 0 ? 1 : -1 : 0; scrollEvents.push_back(std::make_tuple(xrel, yrel)); } 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; getWindow().glEnter2D(); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); // Setup texture getTextureManager().bindTextureId(fontTex, TextureManager::TextureStorage::SYSTEM); // Render command lists for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin(); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer)); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + 8)); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + 16)); int vtx_offset = 0; const ImDrawCmd* pcmd_end = cmd_list->commands.end(); for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) { glScissor((int)pcmd->clip_rect.x, (int)(ImGui::GetIO().DisplaySize.y - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); vtx_offset += pcmd->vtx_count; } } glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); getWindow().glExit2D(); }