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- /*!
- * \file src/UI.cpp
- * \brief UI interface manager
- *
- * \author xythobuz
- */
-
- #include <algorithm>
-
- #include "global.h"
- #include "Console.h"
- #include "Game.h"
- #include "Log.h"
- #include "Menu.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;
-
- std::list<std::tuple<KeyboardButton, bool>> UI::keyboardEvents;
- std::list<std::tuple<unsigned int, unsigned int, KeyboardButton, bool>> UI::clickEvents;
- std::list<std::tuple<int, int, int, int>> UI::motionEvents;
- std::list<std::tuple<int, int>> 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 slot
- fontTex = getTextureManager().loadBufferSlot((unsigned char *)tex_data,
- tex_x, tex_y, RGBA, 32, 0, 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();
-
- bool clicked = !clickEvents.empty();
-
- 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();
- }
- }
-
- if ((!io.WantCaptureKeyboard) || (!visible)) {
- while (!keyboardEvents.empty()) {
- auto i = keyboardEvents.front();
-
- 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 (getRunTime().getKeyBinding(menuAction) == std::get<0>(i)) {
- getMenu().setVisible(!getMenu().isVisible());
- visible = false;
- } else if (getRunTime().getKeyBinding(debugAction) == std::get<0>(i)) {
- visible = !visible;
- }
- }
-
- keyboardEvents.pop_front();
- }
- }
-
- if ((!io.WantCaptureKeyboard) && (!io.WantCaptureMouse) && visible && clicked) {
- visible = false;
- }
-
- keyboardEvents.clear();
- clickEvents.clear();
- motionEvents.clear();
- scrollEvents.clear();
-
- 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/RT")) {
- if (ImGui::CollapsingHeader("Engine", NULL, true, true)) {
- ImGui::Text("Uptime: %lums", systemTimerGet());
- }
-
- if (ImGui::CollapsingHeader("Debug")) {
-
- }
-
- 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));
- }
-
- 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);
-
- // 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();
- }
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