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ImGui X11 impl
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ImGui/impls/imgui_impl_x11.cpp
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302
ImGui/impls/imgui_impl_x11.cpp
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// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [?] Platform: Clipboard support
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// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [?] Platform: Keyboard arrays indexed using
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// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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#include "imgui.h"
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#include "imgui_impl_x11.h"
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#include <X11/X.h>
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#include <X11/Xlib.h>
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#include <X11/keysym.h>
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#include <GL/glew.h>
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-08-31: Initial X11 implementation
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// X11 Data
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static Display* g_Display = nullptr;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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// Functions
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bool ImGui_ImplX11_Init(void *display)
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{
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//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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// return false;
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//if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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// return false;
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// Setup back-end capabilities flags
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g_Display = reinterpret_cast<Display*>(display);
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_x11";
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io.ImeWindowHandle = nullptr;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = -1;
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io.KeyMap[ImGuiKey_LeftArrow] = -1;
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io.KeyMap[ImGuiKey_RightArrow] = -1;
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io.KeyMap[ImGuiKey_UpArrow] = -1;
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io.KeyMap[ImGuiKey_DownArrow] = -1;
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io.KeyMap[ImGuiKey_PageUp] = -1;
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io.KeyMap[ImGuiKey_PageDown] = -1;
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io.KeyMap[ImGuiKey_Home] = -1;
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io.KeyMap[ImGuiKey_End] = -1;
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io.KeyMap[ImGuiKey_Insert] = -1;
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io.KeyMap[ImGuiKey_Delete] = -1;
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io.KeyMap[ImGuiKey_Backspace] = -1;
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io.KeyMap[ImGuiKey_Space] = -1;
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io.KeyMap[ImGuiKey_Enter] = -1;
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io.KeyMap[ImGuiKey_Escape] = -1;
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io.KeyMap[ImGuiKey_A] = -1;
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io.KeyMap[ImGuiKey_C] = -1;
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io.KeyMap[ImGuiKey_V] = -1;
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io.KeyMap[ImGuiKey_X] = -1;
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io.KeyMap[ImGuiKey_Y] = -1;
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io.KeyMap[ImGuiKey_Z] = -1;
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return true;
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}
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void ImGui_ImplX11_Shutdown()
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{
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g_Display = nullptr;
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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{
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/*
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(NULL);
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}
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else
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{
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// Show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
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}
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::SetCursor(::LoadCursor(NULL, win32_cursor));
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}
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*/
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return true;
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}
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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//if (io.WantSetMousePos)
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//{
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// POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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// ::ClientToScreen(g_hWnd, &pos);
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// ::SetCursorPos(pos.x, pos.y);
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//}
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// Set mouse position
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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}
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/* TODO: support linux gamepad ?
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#ifdef _MSC_VER
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#pragma comment(lib, "xinput")
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#endif
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (g_WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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g_WantUpdateHasGamepad = false;
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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}
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*/
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void ImGui_ImplX11_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Setup display size (every frame to accommodate for window resizing)
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Window rootWnd = DefaultRootWindow(g_Display);
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// Todo: use X11 to get this value
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GLint m_viewport[4];
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glGetIntegerv( GL_VIEWPORT, m_viewport );
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io.DisplaySize.x = m_viewport[2];
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io.DisplaySize.y = m_viewport[3];
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/*
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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// Setup time step
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INT64 current_time;
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::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos();
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor)
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{
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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*/
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// Update game controllers (if enabled and available)
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//ImGui_ImplWin32_UpdateGamepads();
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}
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// Process Win32 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
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{
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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switch (event.type)
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{
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case ButtonPress:
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switch(event.xbutton.button )
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{
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case Button1: case Button2: case Button3:
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io.MouseDown[event.xbutton.button-1] = true;
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break;
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case Button4: // Mouse wheel up
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event.xbutton.button = Button4;
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//io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
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return 0;
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case Button5: // Mouse wheel down
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event.xbutton.button = Button5;
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//io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
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return 0;
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}
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break;
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case ButtonRelease:
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switch(event.xbutton.button )
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{
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case Button1: case Button2: case Button3:
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io.MouseDown[event.xbutton.button-1] = false;
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break;
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}
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break;
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case KeyPress:
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case KeyRelease:
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break;
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case MotionNotify:
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io.MousePos.x = event.xmotion.x;
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io.MousePos.y = event.xmotion.y;
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break;
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}
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/*
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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io.AddInputCharacter((unsigned int)wParam);
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return 0;
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case WM_DEVICECHANGE:
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if ((UINT)wParam == DBT_DEVNODES_CHANGED)
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g_WantUpdateHasGamepad = true;
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return 0;
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}
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*/
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return 0;
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}
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21
ImGui/impls/imgui_impl_x11.h
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21
ImGui/impls/imgui_impl_x11.h
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@ -0,0 +1,21 @@
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// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display);
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IMGUI_IMPL_API void ImGui_ImplX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplX11_NewFrame();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
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/*
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IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event);
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*/
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