Open Source Tomb Raider Engine
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UI.cpp 22KB

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  1. /*!
  2. * \file src/UI.cpp
  3. * \brief UI/Event Manager
  4. *
  5. * \author xythobuz
  6. */
  7. #include "imgui/imgui.h"
  8. #include "global.h"
  9. #include "Camera.h"
  10. #include "Console.h"
  11. #include "Game.h"
  12. #include "Log.h"
  13. #include "Menu.h"
  14. #include "Render.h"
  15. #include "RunTime.h"
  16. #include "SoundManager.h"
  17. #include "TextureManager.h"
  18. #include "World.h"
  19. #include "system/Sound.h"
  20. #include "system/Window.h"
  21. #include "utils/time.h"
  22. #include "UI.h"
  23. #include <glbinding/gl/gl33.h>
  24. #include <glm/gtc/matrix_transform.hpp>
  25. Shader UI::imguiShader;
  26. bool UI::visible = false;
  27. unsigned int UI::fontTex;
  28. std::string UI::iniFilename;
  29. std::string UI::logFilename;
  30. bool UI::metaKeyIsActive = false;
  31. std::list<std::tuple<KeyboardButton, bool>> UI::keyboardEvents;
  32. std::list<std::tuple<unsigned int, unsigned int, KeyboardButton, bool>> UI::clickEvents;
  33. std::list<std::tuple<int, int, int, int>> UI::motionEvents;
  34. std::list<std::tuple<int, int>> UI::scrollEvents;
  35. void UI::setSize(glm::i32vec2 s) {
  36. ImGuiIO& io = ImGui::GetIO();
  37. io.DisplaySize = ImVec2(s.x, s.y);
  38. }
  39. int UI::initialize() {
  40. if (imguiShader.compile(imguiShaderVertex, imguiShaderFragment) < 0)
  41. return -1;
  42. if (imguiShader.addUniform("screen") < 0)
  43. return -2;
  44. if (imguiShader.addUniform("textureSampler") < 0)
  45. return -3;
  46. iniFilename = RunTime::getBaseDir() + "/imgui.ini";
  47. logFilename = RunTime::getBaseDir() + "/imgui_log.txt";
  48. ImGuiIO& io = ImGui::GetIO();
  49. io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y);
  50. io.DeltaTime = 1.0f / 60.0f;
  51. io.IniFilename = iniFilename.c_str();
  52. io.LogFilename = logFilename.c_str();
  53. io.KeyMap[ImGuiKey_Tab] = tabKey;
  54. io.KeyMap[ImGuiKey_LeftArrow] = leftKey;
  55. io.KeyMap[ImGuiKey_RightArrow] = rightKey;
  56. io.KeyMap[ImGuiKey_UpArrow] = upKey;
  57. io.KeyMap[ImGuiKey_DownArrow] = downKey;
  58. io.KeyMap[ImGuiKey_Home] = homeKey;
  59. io.KeyMap[ImGuiKey_End] = endKey;
  60. io.KeyMap[ImGuiKey_Delete] = delKey;
  61. io.KeyMap[ImGuiKey_Backspace] = backspaceKey;
  62. io.KeyMap[ImGuiKey_Enter] = enterKey;
  63. io.KeyMap[ImGuiKey_Escape] = escapeKey;
  64. io.KeyMap[ImGuiKey_A] = aKey;
  65. io.KeyMap[ImGuiKey_C] = cKey;
  66. io.KeyMap[ImGuiKey_V] = vKey;
  67. io.KeyMap[ImGuiKey_X] = xKey;
  68. io.KeyMap[ImGuiKey_Y] = yKey;
  69. io.KeyMap[ImGuiKey_Z] = zKey;
  70. io.RenderDrawListsFn = UI::renderImGui;
  71. io.GetClipboardTextFn = Window::getClipboard;
  72. io.SetClipboardTextFn = Window::setClipboard;
  73. io.ImeSetInputScreenPosFn = Window::inputPositionCallback;
  74. // Load font texture
  75. //! \fixme allow loading other TTF fonts
  76. unsigned char* pixels;
  77. int width, height;
  78. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  79. fontTex = TextureManager::loadBufferSlot(pixels, width, height, ColorMode::RGBA, 32,
  80. TextureStorage::SYSTEM, -1, true);
  81. auto bm = TextureManager::getBufferManager(fontTex, TextureStorage::SYSTEM);
  82. io.Fonts->TexID = bm;
  83. // Set up OpenRaider style
  84. ImGuiStyle& style = ImGui::GetStyle();
  85. style.Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
  86. style.Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
  87. style.Colors[ImGuiCol_Border] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  88. style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.60f);
  89. style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);
  90. style.Colors[ImGuiCol_TitleBg] = ImVec4(0.50f, 0.70f, 1.00f, 0.45f);
  91. style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.65f, 1.00f, 0.20f);
  92. style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.40f, 0.65f, 1.00f, 0.15f);
  93. style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.65f, 1.00f, 0.30f);
  94. style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.65f, 1.00f, 0.40f);
  95. style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(1.00f, 0.16f, 0.16f, 0.40f);
  96. style.Colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
  97. style.Colors[ImGuiCol_CheckHovered] = ImVec4(1.00f, 0.40f, 0.40f, 0.45f);
  98. style.Colors[ImGuiCol_CheckActive] = ImVec4(0.65f, 0.50f, 0.50f, 0.55f);
  99. style.Colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
  100. style.Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
  101. style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(1.00f, 0.20f, 0.22f, 1.00f);
  102. style.Colors[ImGuiCol_Button] = ImVec4(1.00f, 0.20f, 0.20f, 0.60f);
  103. style.Colors[ImGuiCol_ButtonHovered] = ImVec4(1.00f, 0.20f, 0.18f, 1.00f);
  104. style.Colors[ImGuiCol_ButtonActive] = ImVec4(1.00f, 0.00f, 0.00f, 1.00f);
  105. style.Colors[ImGuiCol_Header] = ImVec4(0.21f, 0.54f, 1.00f, 0.45f);
  106. style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.22f, 0.56f, 1.00f, 0.80f);
  107. style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.00f, 0.31f, 1.00f, 1.00f);
  108. style.Colors[ImGuiCol_Column] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  109. style.Colors[ImGuiCol_ColumnHovered] = ImVec4(0.60f, 0.40f, 0.40f, 1.00f);
  110. style.Colors[ImGuiCol_ColumnActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
  111. style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
  112. style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
  113. style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
  114. style.Colors[ImGuiCol_CloseButton] = ImVec4(0.21f, 0.56f, 1.00f, 0.50f);
  115. style.Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.21f, 0.32f, 1.00f, 0.60f);
  116. style.Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
  117. style.Colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
  118. style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
  119. style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
  120. style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
  121. style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
  122. style.Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
  123. style.WindowPadding = ImVec2(2, 2);
  124. style.WindowRounding = 9;
  125. style.FramePadding = ImVec2(2, 1);
  126. style.ItemSpacing = ImVec2(2, 2);
  127. style.ItemInnerSpacing = ImVec2(1, 1);
  128. style.TouchExtraPadding = ImVec2(0, 0);
  129. style.IndentSpacing = 3;
  130. style.ScrollbarWidth = 10;
  131. return 0;
  132. }
  133. void UI::eventsFinished() {
  134. ImGuiIO& io = ImGui::GetIO();
  135. io.DisplaySize = ImVec2(Window::getSize().x, Window::getSize().y);
  136. static unsigned long lastTime = 0;
  137. io.DeltaTime = ((float)(systemTimerGet() - lastTime)) / 1000.0f;
  138. lastTime = systemTimerGet();
  139. if (io.DeltaTime <= 0.0f)
  140. io.DeltaTime = 1.0f / 60.0f;
  141. ImGui::NewFrame();
  142. if (!(visible || Console::isVisible() || Menu::isVisible())) {
  143. while (!motionEvents.empty()) {
  144. auto i = motionEvents.front();
  145. Game::handleMouseMotion(std::get<0>(i), std::get<1>(i),
  146. std::get<2>(i), std::get<3>(i));
  147. motionEvents.pop_front();
  148. }
  149. }
  150. while (!keyboardEvents.empty()) {
  151. auto i = keyboardEvents.front();
  152. if (!(visible || Console::isVisible() || Menu::isVisible())) {
  153. for (int n = forwardAction; n < ActionEventCount; n++) {
  154. if (RunTime::getKeyBinding((ActionEvents)n) == std::get<0>(i))
  155. Game::handleAction((ActionEvents)n, !std::get<1>(i));
  156. }
  157. }
  158. if (std::get<1>(i)) {
  159. if ((!io.WantCaptureKeyboard) || (!(visible || Console::isVisible() || Menu::isVisible()))) {
  160. if (!metaKeyIsActive) {
  161. if (RunTime::getKeyBinding(debugAction) == std::get<0>(i)) {
  162. visible = !visible;
  163. }
  164. if (RunTime::getKeyBinding(consoleAction) == std::get<0>(i)) {
  165. Console::setVisible(!Console::isVisible());
  166. }
  167. if (RunTime::getKeyBinding(menuAction) == std::get<0>(i)) {
  168. Menu::setVisible(!Menu::isVisible());
  169. }
  170. }
  171. }
  172. }
  173. keyboardEvents.pop_front();
  174. }
  175. bool clicked = !clickEvents.empty();
  176. clickEvents.clear();
  177. motionEvents.clear();
  178. scrollEvents.clear();
  179. // Allow clicking into the game to hide debug UI
  180. if ((visible || Console::isVisible()) && ((!io.WantCaptureMouse) && clicked)) {
  181. visible = false;
  182. Console::setVisible(false);
  183. }
  184. if (Window::getTextInput() != (visible || Console::isVisible() || Menu::isVisible()))
  185. Window::setTextInput(visible || Console::isVisible() || Menu::isVisible());
  186. bool input = !(visible || Console::isVisible() || Menu::isVisible());
  187. if (Window::getMousegrab() != input)
  188. Window::setMousegrab(input);
  189. io.MouseWheel = 0;
  190. }
  191. void UI::display() {
  192. if (RunTime::getShowFPS() && (!Menu::isVisible())) {
  193. if (ImGui::Begin("Debug Overlay", nullptr, ImVec2(0, 0), -1.0f,
  194. ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize
  195. | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings
  196. | ImGuiWindowFlags_AlwaysAutoResize)) {
  197. ImGui::Text("%d FPS", RunTime::getFPS());
  198. ImGui::Text("X: %.1f (%.2f)", Camera::getPosition().x, Camera::getRotation().x);
  199. ImGui::Text("Y: %.2f (%.2f)", Camera::getPosition().y, Camera::getRotation().y);
  200. ImGui::Text("Z: %.2f (%d)", Camera::getPosition().z, Camera::getRoom());
  201. auto window = ImGui::GetWindowSize();
  202. auto screen = Window::getSize();
  203. //ImGui::SetWindowPos(ImVec2(10, screen.y - window.y - 10));
  204. }
  205. ImGui::End();
  206. }
  207. if (Game::isLoaded())
  208. Camera::displayUI();
  209. Console::display();
  210. Menu::display();
  211. if (!visible) {
  212. ImGui::Render();
  213. return;
  214. }
  215. static bool showTestWindow = false;
  216. static bool showStyleWindow = false;
  217. if (ImGui::Begin("Engine", &visible, ImVec2(500, 600))) {
  218. Render::displayUI();
  219. RunTime::display();
  220. TextureManager::display();
  221. SoundManager::display();
  222. if (ImGui::CollapsingHeader("Library Versions")) {
  223. ImGui::TextWrapped("%s", VERSION);
  224. ImGui::Separator();
  225. ImGui::TextWrapped("ImGui v%s", IMGUI_VERSION);
  226. ImGui::TextWrapped("%s", Window::getVersion(false).c_str());
  227. ImGui::TextWrapped("%s", Shader::getVersion(false).c_str());
  228. ImGui::TextWrapped("%s", Sound::getVersion(false).c_str());
  229. ImGui::TextWrapped("GLM v%d.%d.%d", (GLM_VERSION / 100),
  230. ((GLM_VERSION % 100) / 10), (GLM_VERSION % 10));
  231. ImGui::Separator();
  232. ImGui::TextWrapped("ImGui v%s", ImGui::GetVersion());
  233. ImGui::TextWrapped("%s", Window::getVersion(true).c_str());
  234. ImGui::TextWrapped("%s", Shader::getVersion(true).c_str());
  235. ImGui::TextWrapped("%s", Sound::getVersion(true).c_str());
  236. }
  237. if (ImGui::CollapsingHeader("ImGui/Debug UI Help")) {
  238. ImGui::ShowUserGuide();
  239. ImGui::Separator();
  240. if (ImGui::Button("Show/Hide Test Window")) {
  241. showTestWindow = !showTestWindow;
  242. }
  243. ImGui::SameLine();
  244. if (ImGui::Button("Show/Hide Style Editor")) {
  245. showStyleWindow = !showStyleWindow;
  246. }
  247. }
  248. if (ImGui::CollapsingHeader("ShaderTexture Test")) {
  249. static ShaderTexture* st = nullptr;
  250. static int index = 0;
  251. ImGui::SliderInt("SkeletalModel", &index, 0, getWorld().sizeSkeletalModel() - 1);
  252. static glm::mat4 MVP(1.0f);
  253. static bool dirty = true, redraw = false;
  254. static float zoom = 1.0f;
  255. static float pos[3];
  256. static float rot[3];
  257. if (ImGui::SliderFloat3("Position", pos, -100.0f, 100.0f)) {
  258. //dirty = true;
  259. }
  260. if (ImGui::SliderFloat3("Rotation", rot, -6.0f, 6.0f)) {
  261. //dirty = true;
  262. }
  263. if (ImGui::SliderFloat("Zoom", &zoom, -1.0f, 2.0f)) {
  264. //dirty = true;
  265. }
  266. if (dirty) {
  267. static glm::mat4 projection = glm::perspective(45.0f, 1.0f, 0.1f, 2000.0f);
  268. glm::mat4 rotateX = glm::rotate(glm::mat4(1.0f), rot[0], glm::vec3(1.0f, 0.0f, 0.0f));
  269. glm::mat4 rotateY = glm::rotate(glm::mat4(1.0f), rot[1], glm::vec3(0.0f, 1.0f, 0.0f));
  270. glm::mat4 rotateZ = glm::rotate(glm::mat4(1.0f), rot[2], glm::vec3(0.0f, 0.0f, 1.0f));
  271. glm::mat4 rotate = rotateZ * rotateX * rotateY;
  272. glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(pos[0], pos[1], pos[2]));
  273. //glm::mat4 view = glm::inverse(rotate * translate);
  274. glm::mat4 view = rotate * translate;
  275. glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(zoom, zoom, zoom));
  276. MVP = projection * view * scale;
  277. redraw = true;
  278. dirty = false;
  279. }
  280. if ((index >= 0) && (index < getWorld().sizeSkeletalModel())) {
  281. auto& sm = getWorld().getSkeletalModel(index);
  282. if ((sm.size() > 0) && (sm.get(0).size() > 0)) {
  283. if (ImGui::Button("(Re)Create ShaderTexture...")) {
  284. if (st != nullptr) {
  285. delete st;
  286. st = nullptr;
  287. }
  288. if (st == nullptr) {
  289. st = new ShaderTexture();
  290. redraw = true;
  291. }
  292. }
  293. if ((st != nullptr) && redraw) {
  294. st->clear();
  295. sm.display(MVP, 0, 0, st);
  296. redraw = false;
  297. Log::get(LOG_DEBUG) << "Rendered new ShaderTexture!" << Log::endl;
  298. }
  299. } else {
  300. ImGui::Text("Selected SkeletalModel has no animation/frame!");
  301. }
  302. } else {
  303. ImGui::Text("No SkeletalModels loaded!");
  304. }
  305. if (st != nullptr) {
  306. auto bm = TextureManager::getBufferManager(st->getTexture(), TextureStorage::SYSTEM);
  307. ImGui::Image(bm, ImVec2(ImGui::GetColumnWidth() * 2 / 3,
  308. ImGui::GetColumnWidth() * 2 / 3));
  309. }
  310. }
  311. }
  312. ImGui::End();
  313. if (showTestWindow)
  314. ImGui::ShowTestWindow();
  315. if (showStyleWindow)
  316. ImGui::ShowStyleEditor();
  317. ImGui::Render();
  318. }
  319. void UI::shutdown() {
  320. ImGui::Shutdown();
  321. }
  322. void UI::handleKeyboard(KeyboardButton key, bool pressed) {
  323. ImGuiIO& io = ImGui::GetIO();
  324. io.KeysDown[key] = pressed;
  325. io.KeyCtrl = io.KeysDown[leftctrlKey] | io.KeysDown[rightctrlKey];
  326. io.KeyShift = io.KeysDown[leftshiftKey] | io.KeysDown[rightshiftKey];
  327. io.KeyAlt = io.KeysDown[leftaltKey] | io.KeysDown[rightaltKey];
  328. keyboardEvents.push_back(std::make_tuple(key, pressed));
  329. if ((key == leftguiKey) || (key == rightguiKey))
  330. metaKeyIsActive = pressed;
  331. }
  332. void UI::handleText(char* text, bool notFinished) {
  333. if (notFinished)
  334. return;
  335. ImGuiIO& io = ImGui::GetIO();
  336. while (*text != '\0') {
  337. io.AddInputCharacter(*text);
  338. text++;
  339. }
  340. }
  341. void UI::handleMouseClick(unsigned int x, unsigned int y, KeyboardButton button, bool released) {
  342. ImGuiIO& io = ImGui::GetIO();
  343. io.MousePos = ImVec2((float)x, (float)y);
  344. if (button == leftmouseKey) {
  345. io.MouseDown[0] = !released;
  346. } else if (button == rightmouseKey) {
  347. io.MouseDown[1] = !released;
  348. } else if (button == middlemouseKey) {
  349. io.MouseDown[2] = !released;
  350. } else if (button == fourthmouseKey) {
  351. io.MouseDown[3] = !released;
  352. } else if (button == fifthmouseKey) {
  353. io.MouseDown[4] = !released;
  354. }
  355. clickEvents.push_back(std::make_tuple(x, y, button, released));
  356. }
  357. void UI::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  358. ImGuiIO& io = ImGui::GetIO();
  359. io.MousePos = ImVec2((float)xabs, (float)yabs);
  360. motionEvents.push_back(std::make_tuple(xrel, yrel, xabs, yabs));
  361. }
  362. void UI::handleMouseScroll(int xrel, int yrel) {
  363. ImGuiIO& io = ImGui::GetIO();
  364. io.MouseWheel += yrel;
  365. scrollEvents.push_back(std::make_tuple(xrel, yrel));
  366. }
  367. void UI::handleControllerAxis(float value, KeyboardButton axis) {
  368. Game::handleControllerAxis(value, axis);
  369. }
  370. void UI::handleControllerButton(KeyboardButton button, bool released) {
  371. if (visible || Console::isVisible())
  372. return;
  373. if (Menu::isVisible()) {
  374. if (button == aButton) {
  375. handleKeyboard(enterKey, !released);
  376. } else if (button == padUp) {
  377. handleKeyboard(upKey, !released);
  378. } else if (button == padDown) {
  379. handleKeyboard(downKey, !released);
  380. } else if (button == padLeft) {
  381. handleKeyboard(leftKey, !released);
  382. } else if (button == padRight) {
  383. handleKeyboard(rightKey, !released);
  384. } else if (button == startButton) {
  385. if (!released)
  386. Menu::setVisible(false);
  387. }
  388. } else {
  389. if (button == aButton) {
  390. Game::handleAction(jumpAction, released);
  391. } else if (button == bButton) {
  392. Game::handleAction(crouchAction, released);
  393. } else if (button == xButton) {
  394. Game::handleAction(useAction, released);
  395. } else if (button == yButton) {
  396. Game::handleAction(holsterAction, released);
  397. } else if (button == padUp) {
  398. Game::handleAction(forwardAction, released);
  399. } else if (button == padDown) {
  400. Game::handleAction(backwardAction, released);
  401. } else if (button == padLeft) {
  402. Game::handleAction(leftAction, released);
  403. } else if (button == padRight) {
  404. Game::handleAction(rightAction, released);
  405. } else if (button == leftShoulder) {
  406. Game::handleAction(walkAction, released);
  407. } else if (button == startButton) {
  408. if (!released)
  409. Menu::setVisible(true);
  410. }
  411. }
  412. }
  413. void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) {
  414. if (cmd_lists_count == 0)
  415. return;
  416. static ShaderBuffer vert, uv, col;
  417. gl::glEnable(gl::GL_SCISSOR_TEST);
  418. Shader::set2DState(true);
  419. imguiShader.use();
  420. imguiShader.loadUniform(0, Window::getSize());
  421. vert.bindBuffer(0, 2);
  422. uv.bindBuffer(1, 2);
  423. col.bindBuffer(2, 4);
  424. /*! \fixme Don't copy data
  425. * The GL calls and the shaders can probably be slightly altered
  426. * to avoid copying all the vertices, uvs and colors again here.
  427. */
  428. for (int i = 0; i < cmd_lists_count; i++) {
  429. auto& commands = cmd_lists[i]->commands;
  430. auto& buffer = cmd_lists[i]->vtx_buffer;
  431. int offset = 0;
  432. for (int n = 0; n < commands.size(); n++) {
  433. std::vector<glm::vec2> vertices;
  434. std::vector<glm::vec2> uvs;
  435. std::vector<glm::vec4> colors;
  436. for (int v = 0; v < commands[n].vtx_count; v++) {
  437. vertices.push_back(glm::vec2(buffer[offset + v].pos.x, buffer[offset + v].pos.y));
  438. uvs.push_back(glm::vec2(buffer[offset + v].uv.x, buffer[offset + v].uv.y));
  439. float r, g, b, a;
  440. a = ((buffer[offset + v].col & 0xFF000000) >> 24) / 255.0f;
  441. b = ((buffer[offset + v].col & 0x00FF0000) >> 16) / 255.0f;
  442. g = ((buffer[offset + v].col & 0x0000FF00) >> 8) / 255.0f;
  443. r = (buffer[offset + v].col & 0x000000FF) / 255.0f;
  444. colors.push_back(glm::vec4(r, g, b, a));
  445. }
  446. offset += commands[n].vtx_count;
  447. vert.bufferData(vertices);
  448. uv.bufferData(uvs);
  449. col.bufferData(colors);
  450. auto bm = static_cast<BufferManager*>(commands[n].texture_id);
  451. orAssert(bm != nullptr);
  452. imguiShader.loadUniform(1, bm->getTextureID(), bm->getTextureStorage());
  453. gl::glScissor(commands[n].clip_rect.x,
  454. Window::getSize().y - commands[n].clip_rect.w,
  455. commands[n].clip_rect.z - commands[n].clip_rect.x,
  456. commands[n].clip_rect.w - commands[n].clip_rect.y);
  457. gl::glDrawArrays(gl::GL_TRIANGLES, 0, vertices.size());
  458. }
  459. }
  460. vert.unbind(0);
  461. uv.unbind(1);
  462. col.unbind(2);
  463. Shader::set2DState(false);
  464. gl::glDisable(gl::GL_SCISSOR_TEST);
  465. }
  466. // --------------------------------------
  467. // *INDENT-OFF*
  468. const char* UI::imguiShaderVertex = R"!?!(
  469. #version 330 core
  470. layout(location = 0) in vec2 vertexPosition_screen;
  471. layout(location = 1) in vec2 vertexUV;
  472. layout(location = 2) in vec4 vertexColor;
  473. out vec2 UV;
  474. out vec4 FragColor;
  475. uniform vec2 screen;
  476. void main() {
  477. vec2 halfScreen = screen / 2;
  478. vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
  479. gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
  480. UV = vertexUV;
  481. FragColor = vertexColor;
  482. }
  483. )!?!";
  484. const char* UI::imguiShaderFragment = R"!?!(
  485. #version 330 core
  486. in vec2 UV;
  487. in vec4 FragColor;
  488. out vec4 color;
  489. uniform sampler2D textureSampler;
  490. void main() {
  491. color = texture(textureSampler, UV) * FragColor;
  492. }
  493. )!?!";
  494. // --------------------------------------
  495. // *INDENT-ON*