Open Source Tomb Raider Engine
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UI.cpp 9.6KB

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  1. /*!
  2. * \file src/UI.cpp
  3. * \brief UI interface manager
  4. *
  5. * \author xythobuz
  6. */
  7. #include <algorithm>
  8. #include "global.h"
  9. #include "Game.h"
  10. #include "Log.h"
  11. #include "Menu.h"
  12. #include "RunTime.h"
  13. #include "TextureManager.h"
  14. #include "Window.h"
  15. #include "commands/Command.h"
  16. #include "utils/time.h"
  17. #include "UI.h"
  18. #define STB_IMAGE_IMPLEMENTATION
  19. #include "imgui/stb_image.h"
  20. bool UI::visible = false;
  21. unsigned int UI::fontTex;
  22. std::string UI::iniFilename;
  23. std::string UI::logFilename;
  24. std::list<std::tuple<KeyboardButton, bool>> UI::keyboardEvents;
  25. std::list<std::tuple<unsigned int, unsigned int, KeyboardButton, bool>> UI::clickEvents;
  26. std::list<std::tuple<int, int, int, int>> UI::motionEvents;
  27. std::list<std::tuple<int, int>> UI::scrollEvents;
  28. int UI::initialize() {
  29. iniFilename = getRunTime().getBaseDir() + "/imgui.ini";
  30. logFilename = getRunTime().getBaseDir() + "/imgui_log.txt";
  31. ImGuiIO& io = ImGui::GetIO();
  32. io.DisplaySize = ImVec2((float)getWindow().getWidth(), (float)getWindow().getHeight());
  33. io.DeltaTime = 1.0f / 60.0f;
  34. io.IniFilename = iniFilename.c_str();
  35. io.LogFilename = logFilename.c_str();
  36. io.KeyMap[ImGuiKey_Tab] = tabKey;
  37. io.KeyMap[ImGuiKey_LeftArrow] = leftKey;
  38. io.KeyMap[ImGuiKey_RightArrow] = rightKey;
  39. io.KeyMap[ImGuiKey_UpArrow] = upKey;
  40. io.KeyMap[ImGuiKey_DownArrow] = downKey;
  41. io.KeyMap[ImGuiKey_Home] = homeKey;
  42. io.KeyMap[ImGuiKey_End] = endKey;
  43. io.KeyMap[ImGuiKey_Delete] = delKey;
  44. io.KeyMap[ImGuiKey_Backspace] = backspaceKey;
  45. io.KeyMap[ImGuiKey_Enter] = enterKey;
  46. io.KeyMap[ImGuiKey_Escape] = escapeKey;
  47. io.KeyMap[ImGuiKey_A] = aKey;
  48. io.KeyMap[ImGuiKey_C] = cKey;
  49. io.KeyMap[ImGuiKey_V] = vKey;
  50. io.KeyMap[ImGuiKey_X] = xKey;
  51. io.KeyMap[ImGuiKey_Y] = yKey;
  52. io.KeyMap[ImGuiKey_Z] = zKey;
  53. io.RenderDrawListsFn = UI::renderImGui;
  54. // Load font texture
  55. //! \todo Use our own font subsystem instead of this?
  56. const void* png_data;
  57. unsigned int png_size;
  58. ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
  59. int tex_x, tex_y, tex_comp;
  60. void* tex_data = stbi_load_from_memory((const unsigned char*)png_data,
  61. (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
  62. //! \fixme TODO use proper slot
  63. fontTex = getTextureManager().loadBufferSlot((unsigned char *)tex_data,
  64. tex_x, tex_y, RGBA, 32, 0, false);
  65. stbi_image_free(tex_data);
  66. return 0;
  67. }
  68. void UI::eventsFinished() {
  69. ImGuiIO& io = ImGui::GetIO();
  70. io.DisplaySize = ImVec2((float)getWindow().getWidth(), (float)getWindow().getHeight());
  71. static long lastTime = 0;
  72. io.DeltaTime = ((float)(systemTimerGet() - lastTime)) / 1000.0f;
  73. lastTime = systemTimerGet();
  74. ImGui::NewFrame();
  75. bool clicked = !clickEvents.empty();
  76. if (!visible) {
  77. while (!clickEvents.empty()) {
  78. auto i = clickEvents.front();
  79. if (getMenu().isVisible()) {
  80. getMenu().handleMouseClick(std::get<0>(i), std::get<1>(i),
  81. std::get<2>(i), std::get<3>(i));
  82. }
  83. clickEvents.pop_front();
  84. }
  85. while (!motionEvents.empty()) {
  86. auto i = motionEvents.front();
  87. if (!getMenu().isVisible()) {
  88. getGame().handleMouseMotion(std::get<0>(i), std::get<1>(i),
  89. std::get<2>(i), std::get<3>(i));
  90. }
  91. motionEvents.pop_front();
  92. }
  93. while (!scrollEvents.empty()) {
  94. auto i = scrollEvents.front();
  95. if (getMenu().isVisible()) {
  96. getMenu().handleMouseScroll(std::get<0>(i), std::get<1>(i));
  97. }
  98. scrollEvents.pop_front();
  99. }
  100. }
  101. if ((!io.WantCaptureKeyboard) || (!visible)) {
  102. while (!keyboardEvents.empty()) {
  103. auto i = keyboardEvents.front();
  104. if (getMenu().isVisible()) {
  105. getMenu().handleKeyboard(std::get<0>(i), std::get<1>(i));
  106. } else {
  107. for (int n = forwardAction; n < ActionEventCount; n++) {
  108. if (getRunTime().getKeyBinding((ActionEvents)n) == std::get<0>(i))
  109. getGame().handleAction((ActionEvents)n, !std::get<1>(i));
  110. }
  111. }
  112. if (std::get<1>(i)) {
  113. if (getRunTime().getKeyBinding(menuAction) == std::get<0>(i)) {
  114. getMenu().setVisible(!getMenu().isVisible());
  115. } else if (getRunTime().getKeyBinding(debugAction) == std::get<0>(i)) {
  116. visible = !visible;
  117. }
  118. }
  119. keyboardEvents.pop_front();
  120. }
  121. }
  122. if ((!io.WantCaptureKeyboard) && (!io.WantCaptureMouse) && visible && clicked) {
  123. visible = false;
  124. }
  125. keyboardEvents.clear();
  126. clickEvents.clear();
  127. motionEvents.clear();
  128. scrollEvents.clear();
  129. if (getWindow().getTextInput() != visible)
  130. getWindow().setTextInput(visible);
  131. bool input = !(visible || getMenu().isVisible());
  132. if (getWindow().getMousegrab() != input)
  133. getWindow().setMousegrab(input);
  134. }
  135. void UI::display() {
  136. if (visible)
  137. ImGui::Render();
  138. }
  139. void UI::calculate() {
  140. static char buffer[256];
  141. static bool scrollToBottom = false;
  142. ImGui::Begin("Console", NULL, ImVec2(600, 400), -1.0f);
  143. ImGui::BeginChild("ConsoleText", ImVec2(ImGui::GetWindowWidth(), ImGui::GetWindowSize().y - 70));
  144. for (int i = 0; i < getLog().size(); i++) {
  145. ImGui::Text("%s", getLog().get(i).c_str());
  146. }
  147. if (scrollToBottom) {
  148. ImGui::SetScrollPosHere();
  149. scrollToBottom = false;
  150. }
  151. ImGui::EndChild();
  152. bool enter = false;
  153. ImGui::InputText("Command", buffer, 256, ImGuiInputTextFlags_AutoSelectAll, &enter);
  154. if (enter) {
  155. getLog() << "> " << buffer << Log::endl;
  156. int error = Command::command(buffer);
  157. if (error != 0) {
  158. getLog() << "Error code: " << error << Log::endl;
  159. }
  160. buffer[0] = '\0';
  161. scrollToBottom = true;
  162. }
  163. ImGui::End();
  164. //ImGui::Begin("UI Style");
  165. // ImGui::ShowStyleEditor();
  166. //ImGui::End();
  167. //ImGui::Begin("Help");
  168. // ImGui::ShowUserGuide();
  169. //ImGui::End();
  170. //ImGui::ShowTestWindow();
  171. }
  172. void UI::shutdown() {
  173. ImGui::Shutdown();
  174. }
  175. void UI::handleKeyboard(KeyboardButton key, bool pressed) {
  176. ImGuiIO& io = ImGui::GetIO();
  177. io.KeysDown[key] = pressed;
  178. io.KeyCtrl = io.KeysDown[leftctrlKey] | io.KeysDown[rightctrlKey];
  179. io.KeyShift = io.KeysDown[leftshiftKey] | io.KeysDown[rightshiftKey];
  180. keyboardEvents.push_back(std::make_tuple(key, pressed));
  181. }
  182. void UI::handleText(char *text, bool notFinished) {
  183. ImGuiIO& io = ImGui::GetIO();
  184. while (*text != '\0') {
  185. io.AddInputCharacter(*text);
  186. text++;
  187. }
  188. }
  189. void UI::handleMouseClick(unsigned int x, unsigned int y, KeyboardButton button, bool released) {
  190. ImGuiIO& io = ImGui::GetIO();
  191. io.MousePos = ImVec2((float)x, (float)y);
  192. if (button == leftmouseKey) {
  193. io.MouseDown[0] = !released;
  194. } else if (button == rightmouseKey) {
  195. io.MouseDown[1] = !released;
  196. } else if (button == middlemouseKey) {
  197. io.MouseDown[2] = !released;
  198. } else if (button == fourthmouseKey) {
  199. io.MouseDown[3] = !released;
  200. } else if (button == fifthmouseKey) {
  201. io.MouseDown[4] = !released;
  202. }
  203. clickEvents.push_back(std::make_tuple(x, y, button, released));
  204. }
  205. void UI::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  206. ImGuiIO& io = ImGui::GetIO();
  207. io.MousePos = ImVec2((float)xabs, (float)yabs);
  208. motionEvents.push_back(std::make_tuple(xrel, yrel, xabs, yabs));
  209. }
  210. void UI::handleMouseScroll(int xrel, int yrel) {
  211. ImGuiIO& io = ImGui::GetIO();
  212. io.MouseWheel = (yrel != 0) ? yrel > 0 ? 1 : -1 : 0;
  213. scrollEvents.push_back(std::make_tuple(xrel, yrel));
  214. }
  215. void UI::setVisible(bool v) {
  216. visible = v;
  217. }
  218. bool UI::isVisible() {
  219. return visible;
  220. }
  221. void UI::renderImGui(ImDrawList** const cmd_lists, int cmd_lists_count) {
  222. if (cmd_lists_count == 0)
  223. return;
  224. getWindow().glEnter2D();
  225. glDisable(GL_DEPTH_TEST);
  226. glEnable(GL_SCISSOR_TEST);
  227. glEnableClientState(GL_VERTEX_ARRAY);
  228. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  229. glEnableClientState(GL_COLOR_ARRAY);
  230. // Setup texture
  231. getTextureManager().bindTextureId(fontTex);
  232. // Render command lists
  233. for (int n = 0; n < cmd_lists_count; n++) {
  234. const ImDrawList* cmd_list = cmd_lists[n];
  235. const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
  236. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
  237. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
  238. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
  239. int vtx_offset = 0;
  240. const ImDrawCmd* pcmd_end = cmd_list->commands.end();
  241. for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) {
  242. glScissor((int)pcmd->clip_rect.x, (int)(ImGui::GetIO().DisplaySize.y - pcmd->clip_rect.w),
  243. (int)(pcmd->clip_rect.z - pcmd->clip_rect.x),
  244. (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
  245. glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
  246. vtx_offset += pcmd->vtx_count;
  247. }
  248. }
  249. glEnable(GL_DEPTH_TEST);
  250. glDisable(GL_SCISSOR_TEST);
  251. glDisableClientState(GL_VERTEX_ARRAY);
  252. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  253. glDisableClientState(GL_COLOR_ARRAY);
  254. getWindow().glExit2D();
  255. }