1377 lines
46 KiB
C++
1377 lines
46 KiB
C++
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#include "imgui-SFML.h"
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#include "../imgui/imgui.h"
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#include <SFML/Config.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <SFML/Graphics/RenderTexture.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/OpenGL.hpp>
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#include <SFML/Window/Clipboard.hpp>
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#include <SFML/Window/Cursor.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Touch.hpp>
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#include <SFML/Window/Window.hpp>
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#include <cassert>
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#include <cmath> // abs
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#include <cstddef> // offsetof, NULL, size_t
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#include <cstdint> // uint8_t
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#include <cstring> // memcpy
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#include <algorithm>
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#include <memory>
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#include <vector>
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#if defined(__APPLE__)
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#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
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#endif
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#if SFML_VERSION_MAJOR >= 3
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#define IMGUI_SFML_KEY_APOSTROPHE sf::Keyboard::Apostrophe
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#define IMGUI_SFML_KEY_GRAVE sf::Keyboard::Grave
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#else
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#define IMGUI_SFML_KEY_APOSTROPHE sf::Keyboard::Quote
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#define IMGUI_SFML_KEY_GRAVE sf::Keyboard::Tilde
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#endif
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#ifdef ANDROID
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#ifdef USE_JNI
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#include <SFML/System/NativeActivity.hpp>
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#include <android/native_activity.h>
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#include <jni.h>
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int openKeyboardIME() {
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ANativeActivity *activity = sf::getNativeActivity();
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JavaVM *vm = activity->vm;
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JNIEnv *env = activity->env;
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JavaVMAttachArgs attachargs;
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attachargs.version = JNI_VERSION_1_6;
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attachargs.name = "NativeThread";
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attachargs.group = NULL;
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jint res = vm->AttachCurrentThread(&env, &attachargs);
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if (res == JNI_ERR)
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return EXIT_FAILURE;
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jclass natact = env->FindClass("android/app/NativeActivity");
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jclass context = env->FindClass("android/content/Context");
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jfieldID fid = env->GetStaticFieldID(context, "INPUT_METHOD_SERVICE", "Ljava/lang/String;");
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jobject svcstr = env->GetStaticObjectField(context, fid);
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jmethodID getss =
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env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
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jobject imm_obj = env->CallObjectMethod(activity->clazz, getss, svcstr);
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jclass imm_cls = env->GetObjectClass(imm_obj);
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jmethodID toggleSoftInput = env->GetMethodID(imm_cls, "toggleSoftInput", "(II)V");
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env->CallVoidMethod(imm_obj, toggleSoftInput, 2, 0);
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env->DeleteLocalRef(imm_obj);
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env->DeleteLocalRef(imm_cls);
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env->DeleteLocalRef(svcstr);
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env->DeleteLocalRef(context);
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env->DeleteLocalRef(natact);
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vm->DetachCurrentThread();
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return EXIT_SUCCESS;
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}
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int closeKeyboardIME() {
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ANativeActivity *activity = sf::getNativeActivity();
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JavaVM *vm = activity->vm;
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JNIEnv *env = activity->env;
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JavaVMAttachArgs attachargs;
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attachargs.version = JNI_VERSION_1_6;
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attachargs.name = "NativeThread";
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attachargs.group = NULL;
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jint res = vm->AttachCurrentThread(&env, &attachargs);
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if (res == JNI_ERR)
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return EXIT_FAILURE;
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jclass natact = env->FindClass("android/app/NativeActivity");
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jclass context = env->FindClass("android/content/Context");
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jfieldID fid = env->GetStaticFieldID(context, "INPUT_METHOD_SERVICE", "Ljava/lang/String;");
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jobject svcstr = env->GetStaticObjectField(context, fid);
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jmethodID getss =
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env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
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jobject imm_obj = env->CallObjectMethod(activity->clazz, getss, svcstr);
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jclass imm_cls = env->GetObjectClass(imm_obj);
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jmethodID toggleSoftInput = env->GetMethodID(imm_cls, "toggleSoftInput", "(II)V");
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env->CallVoidMethod(imm_obj, toggleSoftInput, 1, 0);
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env->DeleteLocalRef(imm_obj);
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env->DeleteLocalRef(imm_cls);
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env->DeleteLocalRef(svcstr);
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env->DeleteLocalRef(context);
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env->DeleteLocalRef(natact);
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vm->DetachCurrentThread();
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return EXIT_SUCCESS;
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}
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#endif
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#endif
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#if __cplusplus >= 201103L // C++11 and above
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static_assert(sizeof(GLuint) <= sizeof(ImTextureID), "ImTextureID is not large enough to fit GLuint.");
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#endif
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namespace {
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// various helper functions
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ImColor toImColor(sf::Color c);
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ImVec2 getTopLeftAbsolute(const sf::FloatRect &rect);
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ImVec2 getDownRightAbsolute(const sf::FloatRect &rect);
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ImTextureID convertGLTextureHandleToImTextureID(GLuint glTextureHandle);
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GLuint convertImTextureIDToGLTextureHandle(ImTextureID textureID);
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void RenderDrawLists(ImDrawData *draw_data); // rendering callback function prototype
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// Default mapping is XInput gamepad mapping
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void initDefaultJoystickMapping();
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// Returns first id of connected joystick
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unsigned int getConnectedJoystickId();
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void updateJoystickButtonState(ImGuiIO &io);
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void updateJoystickDPadState(ImGuiIO &io);
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void updateJoystickAxisState(ImGuiIO &io);
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// clipboard functions
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void setClipboardText(void *userData, const char *text);
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const char *getClipboardText(void *userData);
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std::string s_clipboardText;
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// mouse cursors
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void loadMouseCursor(ImGuiMouseCursor imguiCursorType, sf::Cursor::Type sfmlCursorType);
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void updateMouseCursor(sf::Window &window);
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// data
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constexpr unsigned int NULL_JOYSTICK_ID = sf::Joystick::Count;
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struct StickInfo {
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sf::Joystick::Axis xAxis;
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sf::Joystick::Axis yAxis;
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bool xInverted;
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bool yInverted;
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float threshold;
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StickInfo() {
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xAxis = sf::Joystick::X;
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yAxis = sf::Joystick::Y;
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xInverted = false;
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yInverted = false;
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threshold = 15;
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}
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};
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struct TriggerInfo {
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sf::Joystick::Axis axis;
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float threshold;
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TriggerInfo() {
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axis = sf::Joystick::Z;
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threshold = 0;
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}
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};
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struct WindowContext {
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const sf::Window *window;
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ImGuiContext *imContext;
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sf::Texture fontTexture; // internal font atlas which is used if user doesn't set a custom
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// sf::Texture.
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bool windowHasFocus;
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bool mouseMoved;
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bool mousePressed[3];
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ImGuiMouseCursor lastCursor;
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bool touchDown[3];
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sf::Vector2i touchPos;
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unsigned int joystickId;
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ImGuiKey joystickMapping[sf::Joystick::ButtonCount];
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StickInfo dPadInfo;
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StickInfo lStickInfo;
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StickInfo rStickInfo;
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TriggerInfo lTriggerInfo;
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TriggerInfo rTriggerInfo;
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sf::Cursor mouseCursors[ImGuiMouseCursor_COUNT];
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bool mouseCursorLoaded[ImGuiMouseCursor_COUNT];
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#ifdef ANDROID
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#ifdef USE_JNI
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bool wantTextInput;
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#endif
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#endif
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WindowContext(const WindowContext &) = delete; // non construction-copyable
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WindowContext &operator=(const WindowContext &) = delete; // non copyable
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WindowContext(const sf::Window *w) {
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window = w;
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imContext = ImGui::CreateContext();
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windowHasFocus = window->hasFocus();
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mouseMoved = false;
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for (int i = 0; i < 3; ++i) {
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mousePressed[i] = false;
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touchDown[i] = false;
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}
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lastCursor = ImGuiMouseCursor_COUNT;
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joystickId = getConnectedJoystickId();
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for (int i = 0; i < static_cast<int>(sf::Joystick::ButtonCount); ++i) {
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joystickMapping[i] = ImGuiKey_None;
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}
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for (int i = 0; i < ImGuiMouseCursor_COUNT; ++i) {
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mouseCursorLoaded[i] = false;
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}
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#ifdef ANDROID
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#ifdef USE_JNI
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wantTextInput = false;
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#endif
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#endif
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}
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~WindowContext() { ImGui::DestroyContext(imContext); }
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};
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std::vector<std::unique_ptr<WindowContext>> s_windowContexts;
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WindowContext *s_currWindowCtx = nullptr;
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} // end of anonymous namespace
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namespace ImGui {
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namespace SFML {
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bool Init(sf::RenderWindow &window, bool loadDefaultFont) {
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return Init(window, window, loadDefaultFont);
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}
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bool Init(sf::Window &window, sf::RenderTarget &target, bool loadDefaultFont) {
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return Init(window, static_cast<sf::Vector2f>(target.getSize()), loadDefaultFont);
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}
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bool Init(sf::Window &window, const sf::Vector2f &displaySize, bool loadDefaultFont) {
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#if __cplusplus < 201103L // runtime assert when using earlier than C++11 as no
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// static_assert support
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assert(sizeof(GLuint) <= sizeof(ImTextureID)); // ImTextureID is not large enough to fit
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// GLuint.
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#endif
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s_windowContexts.emplace_back(new WindowContext(&window));
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s_currWindowCtx = s_windowContexts.back().get();
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ImGui::SetCurrentContext(s_currWindowCtx->imContext);
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ImGuiIO &io = ImGui::GetIO();
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// tell ImGui which features we support
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
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io.BackendPlatformName = "imgui_impl_sfml";
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s_currWindowCtx->joystickId = getConnectedJoystickId();
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initDefaultJoystickMapping();
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// init rendering
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io.DisplaySize = ImVec2(displaySize.x, displaySize.y);
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// clipboard
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io.SetClipboardTextFn = setClipboardText;
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io.GetClipboardTextFn = getClipboardText;
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// load mouse cursors
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loadMouseCursor(ImGuiMouseCursor_Arrow, sf::Cursor::Arrow);
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loadMouseCursor(ImGuiMouseCursor_TextInput, sf::Cursor::Text);
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loadMouseCursor(ImGuiMouseCursor_ResizeAll, sf::Cursor::SizeAll);
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loadMouseCursor(ImGuiMouseCursor_ResizeNS, sf::Cursor::SizeVertical);
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loadMouseCursor(ImGuiMouseCursor_ResizeEW, sf::Cursor::SizeHorizontal);
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loadMouseCursor(ImGuiMouseCursor_ResizeNESW, sf::Cursor::SizeBottomLeftTopRight);
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loadMouseCursor(ImGuiMouseCursor_ResizeNWSE, sf::Cursor::SizeTopLeftBottomRight);
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loadMouseCursor(ImGuiMouseCursor_Hand, sf::Cursor::Hand);
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if (loadDefaultFont) {
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// this will load default font automatically
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// No need to call AddDefaultFont
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return UpdateFontTexture();
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}
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return true;
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}
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void SetCurrentWindow(const sf::Window &window) {
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auto found = std::find_if(s_windowContexts.begin(), s_windowContexts.end(), [&](std::unique_ptr<WindowContext> &ctx) {
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return ctx->window->getSystemHandle() == window.getSystemHandle();
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});
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assert(found != s_windowContexts.end() && "Failed to find the window. Forgot to call ImGui::SFML::Init for the window?");
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s_currWindowCtx = found->get();
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ImGui::SetCurrentContext(s_currWindowCtx->imContext);
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}
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void ProcessEvent(const sf::Window &window, const sf::Event &event) {
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SetCurrentWindow(window);
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ProcessEvent(event);
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}
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ImGuiKey keycodeToImGuiKey(sf::Keyboard::Key code) {
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switch (code) {
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case sf::Keyboard::Tab:
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return ImGuiKey_Tab;
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case sf::Keyboard::Left:
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return ImGuiKey_LeftArrow;
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case sf::Keyboard::Right:
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return ImGuiKey_RightArrow;
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case sf::Keyboard::Up:
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return ImGuiKey_UpArrow;
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case sf::Keyboard::Down:
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return ImGuiKey_DownArrow;
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case sf::Keyboard::PageUp:
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return ImGuiKey_PageUp;
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case sf::Keyboard::PageDown:
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return ImGuiKey_PageDown;
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case sf::Keyboard::Home:
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return ImGuiKey_Home;
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case sf::Keyboard::End:
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return ImGuiKey_End;
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case sf::Keyboard::Insert:
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return ImGuiKey_Insert;
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case sf::Keyboard::Delete:
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return ImGuiKey_Delete;
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case sf::Keyboard::Backspace:
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return ImGuiKey_Backspace;
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case sf::Keyboard::Space:
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return ImGuiKey_Space;
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case sf::Keyboard::Enter:
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return ImGuiKey_Enter;
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case sf::Keyboard::Escape:
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return ImGuiKey_Escape;
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case IMGUI_SFML_KEY_APOSTROPHE:
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return ImGuiKey_Apostrophe;
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case sf::Keyboard::Comma:
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return ImGuiKey_Comma;
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case sf::Keyboard::Hyphen:
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return ImGuiKey_Minus;
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case sf::Keyboard::Period:
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return ImGuiKey_Period;
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case sf::Keyboard::Slash:
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return ImGuiKey_Slash;
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case sf::Keyboard::Semicolon:
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return ImGuiKey_Semicolon;
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case sf::Keyboard::Equal:
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return ImGuiKey_Equal;
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case sf::Keyboard::LBracket:
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return ImGuiKey_LeftBracket;
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case sf::Keyboard::Backslash:
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return ImGuiKey_Backslash;
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case sf::Keyboard::RBracket:
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return ImGuiKey_RightBracket;
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case IMGUI_SFML_KEY_GRAVE:
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return ImGuiKey_GraveAccent;
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// case : return ImGuiKey_CapsLock;
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// case : return ImGuiKey_ScrollLock;
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// case : return ImGuiKey_NumLock;
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// case : return ImGuiKey_PrintScreen;
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case sf::Keyboard::Pause:
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return ImGuiKey_Pause;
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case sf::Keyboard::Numpad0:
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return ImGuiKey_Keypad0;
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case sf::Keyboard::Numpad1:
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return ImGuiKey_Keypad1;
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case sf::Keyboard::Numpad2:
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return ImGuiKey_Keypad2;
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case sf::Keyboard::Numpad3:
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return ImGuiKey_Keypad3;
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case sf::Keyboard::Numpad4:
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return ImGuiKey_Keypad4;
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case sf::Keyboard::Numpad5:
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return ImGuiKey_Keypad5;
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case sf::Keyboard::Numpad6:
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return ImGuiKey_Keypad6;
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case sf::Keyboard::Numpad7:
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return ImGuiKey_Keypad7;
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case sf::Keyboard::Numpad8:
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return ImGuiKey_Keypad8;
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case sf::Keyboard::Numpad9:
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return ImGuiKey_Keypad9;
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// case : return ImGuiKey_KeypadDecimal;
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||
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case sf::Keyboard::Divide:
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||
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return ImGuiKey_KeypadDivide;
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||
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case sf::Keyboard::Multiply:
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||
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return ImGuiKey_KeypadMultiply;
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||
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case sf::Keyboard::Subtract:
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return ImGuiKey_KeypadSubtract;
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||
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case sf::Keyboard::Add:
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||
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return ImGuiKey_KeypadAdd;
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||
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// case : return ImGuiKey_KeypadEnter;
|
||
|
// case : return ImGuiKey_KeypadEqual;
|
||
|
case sf::Keyboard::LControl:
|
||
|
return ImGuiKey_LeftCtrl;
|
||
|
case sf::Keyboard::LShift:
|
||
|
return ImGuiKey_LeftShift;
|
||
|
case sf::Keyboard::LAlt:
|
||
|
return ImGuiKey_LeftAlt;
|
||
|
case sf::Keyboard::LSystem:
|
||
|
return ImGuiKey_LeftSuper;
|
||
|
case sf::Keyboard::RControl:
|
||
|
return ImGuiKey_RightCtrl;
|
||
|
case sf::Keyboard::RShift:
|
||
|
return ImGuiKey_RightShift;
|
||
|
case sf::Keyboard::RAlt:
|
||
|
return ImGuiKey_RightAlt;
|
||
|
case sf::Keyboard::RSystem:
|
||
|
return ImGuiKey_RightSuper;
|
||
|
case sf::Keyboard::Menu:
|
||
|
return ImGuiKey_Menu;
|
||
|
case sf::Keyboard::Num0:
|
||
|
return ImGuiKey_0;
|
||
|
case sf::Keyboard::Num1:
|
||
|
return ImGuiKey_1;
|
||
|
case sf::Keyboard::Num2:
|
||
|
return ImGuiKey_2;
|
||
|
case sf::Keyboard::Num3:
|
||
|
return ImGuiKey_3;
|
||
|
case sf::Keyboard::Num4:
|
||
|
return ImGuiKey_4;
|
||
|
case sf::Keyboard::Num5:
|
||
|
return ImGuiKey_5;
|
||
|
case sf::Keyboard::Num6:
|
||
|
return ImGuiKey_6;
|
||
|
case sf::Keyboard::Num7:
|
||
|
return ImGuiKey_7;
|
||
|
case sf::Keyboard::Num8:
|
||
|
return ImGuiKey_8;
|
||
|
case sf::Keyboard::Num9:
|
||
|
return ImGuiKey_9;
|
||
|
case sf::Keyboard::A:
|
||
|
return ImGuiKey_A;
|
||
|
case sf::Keyboard::B:
|
||
|
return ImGuiKey_B;
|
||
|
case sf::Keyboard::C:
|
||
|
return ImGuiKey_C;
|
||
|
case sf::Keyboard::D:
|
||
|
return ImGuiKey_D;
|
||
|
case sf::Keyboard::E:
|
||
|
return ImGuiKey_E;
|
||
|
case sf::Keyboard::F:
|
||
|
return ImGuiKey_F;
|
||
|
case sf::Keyboard::G:
|
||
|
return ImGuiKey_G;
|
||
|
case sf::Keyboard::H:
|
||
|
return ImGuiKey_H;
|
||
|
case sf::Keyboard::I:
|
||
|
return ImGuiKey_I;
|
||
|
case sf::Keyboard::J:
|
||
|
return ImGuiKey_J;
|
||
|
case sf::Keyboard::K:
|
||
|
return ImGuiKey_K;
|
||
|
case sf::Keyboard::L:
|
||
|
return ImGuiKey_L;
|
||
|
case sf::Keyboard::M:
|
||
|
return ImGuiKey_M;
|
||
|
case sf::Keyboard::N:
|
||
|
return ImGuiKey_N;
|
||
|
case sf::Keyboard::O:
|
||
|
return ImGuiKey_O;
|
||
|
case sf::Keyboard::P:
|
||
|
return ImGuiKey_P;
|
||
|
case sf::Keyboard::Q:
|
||
|
return ImGuiKey_Q;
|
||
|
case sf::Keyboard::R:
|
||
|
return ImGuiKey_R;
|
||
|
case sf::Keyboard::S:
|
||
|
return ImGuiKey_S;
|
||
|
case sf::Keyboard::T:
|
||
|
return ImGuiKey_T;
|
||
|
case sf::Keyboard::U:
|
||
|
return ImGuiKey_U;
|
||
|
case sf::Keyboard::V:
|
||
|
return ImGuiKey_V;
|
||
|
case sf::Keyboard::W:
|
||
|
return ImGuiKey_W;
|
||
|
case sf::Keyboard::X:
|
||
|
return ImGuiKey_X;
|
||
|
case sf::Keyboard::Y:
|
||
|
return ImGuiKey_Y;
|
||
|
case sf::Keyboard::Z:
|
||
|
return ImGuiKey_Z;
|
||
|
case sf::Keyboard::F1:
|
||
|
return ImGuiKey_F1;
|
||
|
case sf::Keyboard::F2:
|
||
|
return ImGuiKey_F2;
|
||
|
case sf::Keyboard::F3:
|
||
|
return ImGuiKey_F3;
|
||
|
case sf::Keyboard::F4:
|
||
|
return ImGuiKey_F4;
|
||
|
case sf::Keyboard::F5:
|
||
|
return ImGuiKey_F5;
|
||
|
case sf::Keyboard::F6:
|
||
|
return ImGuiKey_F6;
|
||
|
case sf::Keyboard::F7:
|
||
|
return ImGuiKey_F7;
|
||
|
case sf::Keyboard::F8:
|
||
|
return ImGuiKey_F8;
|
||
|
case sf::Keyboard::F9:
|
||
|
return ImGuiKey_F9;
|
||
|
case sf::Keyboard::F10:
|
||
|
return ImGuiKey_F10;
|
||
|
case sf::Keyboard::F11:
|
||
|
return ImGuiKey_F11;
|
||
|
case sf::Keyboard::F12:
|
||
|
return ImGuiKey_F12;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return ImGuiKey_None;
|
||
|
}
|
||
|
|
||
|
ImGuiKey keycodeToImGuiMod(sf::Keyboard::Key code) {
|
||
|
switch (code) {
|
||
|
case sf::Keyboard::LControl:
|
||
|
case sf::Keyboard::RControl:
|
||
|
return ImGuiKey_ModCtrl;
|
||
|
case sf::Keyboard::LShift:
|
||
|
case sf::Keyboard::RShift:
|
||
|
return ImGuiKey_ModShift;
|
||
|
case sf::Keyboard::LAlt:
|
||
|
case sf::Keyboard::RAlt:
|
||
|
return ImGuiKey_ModAlt;
|
||
|
case sf::Keyboard::LSystem:
|
||
|
case sf::Keyboard::RSystem:
|
||
|
return ImGuiKey_ModSuper;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return ImGuiKey_None;
|
||
|
}
|
||
|
|
||
|
void ProcessEvent(const sf::Event &event) {
|
||
|
assert(s_currWindowCtx && "No current window is set - forgot to call ImGui::SFML::Init?");
|
||
|
ImGuiIO &io = ImGui::GetIO();
|
||
|
|
||
|
if (s_currWindowCtx->windowHasFocus) {
|
||
|
switch (event.type) {
|
||
|
case sf::Event::Resized:
|
||
|
io.DisplaySize =
|
||
|
ImVec2(static_cast<float>(event.size.width), static_cast<float>(event.size.height));
|
||
|
break;
|
||
|
case sf::Event::MouseMoved:
|
||
|
io.AddMousePosEvent(static_cast<float>(event.mouseMove.x), static_cast<float>(event.mouseMove.y));
|
||
|
s_currWindowCtx->mouseMoved = true;
|
||
|
break;
|
||
|
case sf::Event::MouseButtonPressed: // fall-through
|
||
|
case sf::Event::MouseButtonReleased: {
|
||
|
int button = event.mouseButton.button;
|
||
|
if (button >= 0 && button < 3) {
|
||
|
if (event.type == sf::Event::MouseButtonPressed) {
|
||
|
s_currWindowCtx->mousePressed[event.mouseButton.button] = true;
|
||
|
io.AddMouseButtonEvent(button, true);
|
||
|
} else {
|
||
|
io.AddMouseButtonEvent(button, false);
|
||
|
}
|
||
|
}
|
||
|
} break;
|
||
|
case sf::Event::TouchBegan: // fall-through
|
||
|
case sf::Event::TouchEnded: {
|
||
|
s_currWindowCtx->mouseMoved = false;
|
||
|
unsigned int button = event.touch.finger;
|
||
|
if (event.type == sf::Event::TouchBegan && button < 3) {
|
||
|
s_currWindowCtx->touchDown[event.touch.finger] = true;
|
||
|
}
|
||
|
} break;
|
||
|
case sf::Event::MouseWheelScrolled:
|
||
|
if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel ||
|
||
|
(event.mouseWheelScroll.wheel == sf::Mouse::HorizontalWheel && io.KeyShift)) {
|
||
|
io.AddMouseWheelEvent(0, event.mouseWheelScroll.delta);
|
||
|
} else if (event.mouseWheelScroll.wheel == sf::Mouse::HorizontalWheel) {
|
||
|
io.AddMouseWheelEvent(event.mouseWheelScroll.delta, 0);
|
||
|
}
|
||
|
break;
|
||
|
case sf::Event::KeyPressed: // fall-through
|
||
|
case sf::Event::KeyReleased: {
|
||
|
bool down = (event.type == sf::Event::KeyPressed);
|
||
|
|
||
|
ImGuiKey mod = keycodeToImGuiMod(event.key.code);
|
||
|
// The modifier booleans are not reliable when it's the modifier
|
||
|
// itself that's being pressed. Detect these presses directly.
|
||
|
if (mod != ImGuiKey_None) {
|
||
|
io.AddKeyEvent(mod, down);
|
||
|
} else {
|
||
|
io.AddKeyEvent(ImGuiKey_ModCtrl, event.key.control);
|
||
|
io.AddKeyEvent(ImGuiKey_ModShift, event.key.shift);
|
||
|
io.AddKeyEvent(ImGuiKey_ModAlt, event.key.alt);
|
||
|
io.AddKeyEvent(ImGuiKey_ModSuper, event.key.system);
|
||
|
}
|
||
|
|
||
|
ImGuiKey key = keycodeToImGuiKey(event.key.code);
|
||
|
io.AddKeyEvent(key, down);
|
||
|
io.SetKeyEventNativeData(key, event.key.code, -1);
|
||
|
} break;
|
||
|
case sf::Event::TextEntered:
|
||
|
// Don't handle the event for unprintable characters
|
||
|
if (event.text.unicode < ' ' || event.text.unicode == 127) {
|
||
|
break;
|
||
|
}
|
||
|
io.AddInputCharacter(event.text.unicode);
|
||
|
break;
|
||
|
case sf::Event::JoystickConnected:
|
||
|
if (s_currWindowCtx->joystickId == NULL_JOYSTICK_ID) {
|
||
|
s_currWindowCtx->joystickId = event.joystickConnect.joystickId;
|
||
|
}
|
||
|
break;
|
||
|
case sf::Event::JoystickDisconnected:
|
||
|
if (s_currWindowCtx->joystickId == event.joystickConnect.joystickId) { // used gamepad
|
||
|
// was
|
||
|
// disconnected
|
||
|
s_currWindowCtx->joystickId = getConnectedJoystickId();
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (event.type) {
|
||
|
case sf::Event::LostFocus: {
|
||
|
io.AddFocusEvent(false);
|
||
|
s_currWindowCtx->windowHasFocus = false;
|
||
|
} break;
|
||
|
case sf::Event::GainedFocus:
|
||
|
io.AddFocusEvent(true);
|
||
|
s_currWindowCtx->windowHasFocus = true;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Update(sf::RenderWindow &window, sf::Time dt) {
|
||
|
Update(window, window, dt);
|
||
|
}
|
||
|
|
||
|
void Update(sf::Window &window, sf::RenderTarget &target, sf::Time dt) {
|
||
|
SetCurrentWindow(window);
|
||
|
assert(s_currWindowCtx);
|
||
|
|
||
|
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
|
||
|
ImGuiMouseCursor mouse_cursor =
|
||
|
ImGui::GetIO().MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||
|
if (s_currWindowCtx->lastCursor != mouse_cursor) {
|
||
|
s_currWindowCtx->lastCursor = mouse_cursor;
|
||
|
updateMouseCursor(window);
|
||
|
}
|
||
|
|
||
|
if (!s_currWindowCtx->mouseMoved) {
|
||
|
if (sf::Touch::isDown(0))
|
||
|
s_currWindowCtx->touchPos = sf::Touch::getPosition(0, window);
|
||
|
|
||
|
Update(s_currWindowCtx->touchPos, static_cast<sf::Vector2f>(target.getSize()), dt);
|
||
|
} else {
|
||
|
Update(sf::Mouse::getPosition(window), static_cast<sf::Vector2f>(target.getSize()), dt);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Update(const sf::Vector2i &mousePos, const sf::Vector2f &displaySize, sf::Time dt) {
|
||
|
assert(s_currWindowCtx && "No current window is set - forgot to call ImGui::SFML::Init?");
|
||
|
|
||
|
ImGuiIO &io = ImGui::GetIO();
|
||
|
io.DisplaySize = ImVec2(displaySize.x, displaySize.y);
|
||
|
io.DeltaTime = dt.asSeconds();
|
||
|
|
||
|
if (s_currWindowCtx->windowHasFocus) {
|
||
|
if (io.WantSetMousePos) {
|
||
|
sf::Vector2i newMousePos(static_cast<int>(io.MousePos.x), static_cast<int>(io.MousePos.y));
|
||
|
sf::Mouse::setPosition(newMousePos);
|
||
|
} else {
|
||
|
io.MousePos = ImVec2(static_cast<float>(mousePos.x), static_cast<float>(mousePos.y));
|
||
|
}
|
||
|
for (unsigned int i = 0; i < 3; i++) {
|
||
|
io.MouseDown[i] = s_currWindowCtx->touchDown[i] || sf::Touch::isDown(i) ||
|
||
|
s_currWindowCtx->mousePressed[i] ||
|
||
|
sf::Mouse::isButtonPressed((sf::Mouse::Button)i);
|
||
|
s_currWindowCtx->mousePressed[i] = false;
|
||
|
s_currWindowCtx->touchDown[i] = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef ANDROID
|
||
|
#ifdef USE_JNI
|
||
|
if (io.WantTextInput && !s_currWindowCtx->wantTextInput) {
|
||
|
openKeyboardIME();
|
||
|
s_currWindowCtx->wantTextInput = true;
|
||
|
}
|
||
|
|
||
|
if (!io.WantTextInput && s_currWindowCtx->wantTextInput) {
|
||
|
closeKeyboardIME();
|
||
|
s_currWindowCtx->wantTextInput = false;
|
||
|
}
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
assert(io.Fonts->Fonts.Size > 0); // You forgot to create and set up font
|
||
|
// atlas (see createFontTexture)
|
||
|
|
||
|
// gamepad navigation
|
||
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) &&
|
||
|
s_currWindowCtx->joystickId != NULL_JOYSTICK_ID) {
|
||
|
updateJoystickButtonState(io);
|
||
|
updateJoystickDPadState(io);
|
||
|
updateJoystickAxisState(io);
|
||
|
}
|
||
|
|
||
|
ImGui::NewFrame();
|
||
|
}
|
||
|
|
||
|
void Render(sf::RenderWindow &window) {
|
||
|
SetCurrentWindow(window);
|
||
|
Render(static_cast<sf::RenderTarget &>(window));
|
||
|
}
|
||
|
|
||
|
void Render(sf::RenderTarget &target) {
|
||
|
target.resetGLStates();
|
||
|
target.pushGLStates();
|
||
|
ImGui::Render();
|
||
|
RenderDrawLists(ImGui::GetDrawData());
|
||
|
target.popGLStates();
|
||
|
}
|
||
|
|
||
|
void Render() {
|
||
|
ImGui::Render();
|
||
|
RenderDrawLists(ImGui::GetDrawData());
|
||
|
}
|
||
|
|
||
|
void Shutdown(const sf::Window &window) {
|
||
|
bool needReplacement = (s_currWindowCtx->window->getSystemHandle() == window.getSystemHandle());
|
||
|
|
||
|
// remove window's context
|
||
|
auto found = std::find_if(s_windowContexts.begin(), s_windowContexts.end(), [&](std::unique_ptr<WindowContext> &ctx) {
|
||
|
return ctx->window->getSystemHandle() == window.getSystemHandle();
|
||
|
});
|
||
|
assert(found != s_windowContexts.end() && "Window wasn't inited properly: forgot to call ImGui::SFML::Init(window)?");
|
||
|
s_windowContexts.erase(found); // s_currWindowCtx can become invalid here!
|
||
|
|
||
|
// set current context to some window for convenience if needed
|
||
|
if (needReplacement) {
|
||
|
auto it = s_windowContexts.begin();
|
||
|
if (it != s_windowContexts.end()) {
|
||
|
// set to some other window
|
||
|
s_currWindowCtx = it->get();
|
||
|
ImGui::SetCurrentContext(s_currWindowCtx->imContext);
|
||
|
} else {
|
||
|
// no alternatives...
|
||
|
s_currWindowCtx = nullptr;
|
||
|
ImGui::SetCurrentContext(nullptr);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Shutdown() {
|
||
|
s_currWindowCtx = nullptr;
|
||
|
ImGui::SetCurrentContext(nullptr);
|
||
|
|
||
|
s_windowContexts.clear();
|
||
|
}
|
||
|
|
||
|
bool UpdateFontTexture() {
|
||
|
assert(s_currWindowCtx);
|
||
|
|
||
|
ImGuiIO &io = ImGui::GetIO();
|
||
|
unsigned char *pixels;
|
||
|
int width, height;
|
||
|
|
||
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||
|
|
||
|
sf::Texture &texture = s_currWindowCtx->fontTexture;
|
||
|
#if SFML_VERSION_MAJOR >= 3
|
||
|
if (!texture.create(
|
||
|
sf::Vector2u(static_cast<unsigned>(width), static_cast<unsigned>(height)))) {
|
||
|
return false;
|
||
|
}
|
||
|
#else
|
||
|
if (!texture.create(static_cast<unsigned>(width), static_cast<unsigned>(height))) {
|
||
|
return false;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
texture.update(pixels);
|
||
|
|
||
|
ImTextureID texID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
||
|
io.Fonts->SetTexID(texID);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
sf::Texture &GetFontTexture() {
|
||
|
assert(s_currWindowCtx);
|
||
|
return s_currWindowCtx->fontTexture;
|
||
|
}
|
||
|
|
||
|
void SetActiveJoystickId(unsigned int joystickId) {
|
||
|
assert(s_currWindowCtx);
|
||
|
assert(joystickId < sf::Joystick::Count);
|
||
|
s_currWindowCtx->joystickId = joystickId;
|
||
|
}
|
||
|
|
||
|
void SetJoystickDPadThreshold(float threshold) {
|
||
|
assert(s_currWindowCtx);
|
||
|
assert(threshold >= 0.f && threshold <= 100.f);
|
||
|
s_currWindowCtx->dPadInfo.threshold = threshold;
|
||
|
}
|
||
|
|
||
|
void SetJoystickLStickThreshold(float threshold) {
|
||
|
assert(s_currWindowCtx);
|
||
|
assert(threshold >= 0.f && threshold <= 100.f);
|
||
|
s_currWindowCtx->lStickInfo.threshold = threshold;
|
||
|
}
|
||
|
|
||
|
void SetJoystickRStickThreshold(float threshold) {
|
||
|
assert(s_currWindowCtx);
|
||
|
assert(threshold >= 0.f && threshold <= 100.f);
|
||
|
s_currWindowCtx->rStickInfo.threshold = threshold;
|
||
|
}
|
||
|
|
||
|
void SetJoystickLTriggerThreshold(float threshold) {
|
||
|
assert(s_currWindowCtx);
|
||
|
assert(threshold >= -100.f && threshold <= 100.f);
|
||
|
s_currWindowCtx->lTriggerInfo.threshold = threshold;
|
||
|
}
|
||
|
|
||
|
void SetJoystickRTriggerThreshold(float threshold) {
|
||
|
assert(s_currWindowCtx);
|
||
|
assert(threshold >= -100.f && threshold <= 100.f);
|
||
|
s_currWindowCtx->rTriggerInfo.threshold = threshold;
|
||
|
}
|
||
|
|
||
|
void SetJoystickMapping(int key, unsigned int joystickButton) {
|
||
|
assert(s_currWindowCtx);
|
||
|
// This function now expects ImGuiKey_* values.
|
||
|
// For partial backwards compatibility, also expect some ImGuiNavInput_* values.
|
||
|
ImGuiKey finalKey;
|
||
|
switch (key) {
|
||
|
case ImGuiNavInput_Activate:
|
||
|
finalKey = ImGuiKey_GamepadFaceDown;
|
||
|
break;
|
||
|
case ImGuiNavInput_Cancel:
|
||
|
finalKey = ImGuiKey_GamepadFaceRight;
|
||
|
break;
|
||
|
case ImGuiNavInput_Input:
|
||
|
finalKey = ImGuiKey_GamepadFaceUp;
|
||
|
break;
|
||
|
case ImGuiNavInput_Menu:
|
||
|
finalKey = ImGuiKey_GamepadFaceLeft;
|
||
|
break;
|
||
|
case ImGuiNavInput_FocusPrev:
|
||
|
case ImGuiNavInput_TweakSlow:
|
||
|
finalKey = ImGuiKey_GamepadL1;
|
||
|
break;
|
||
|
case ImGuiNavInput_FocusNext:
|
||
|
case ImGuiNavInput_TweakFast:
|
||
|
finalKey = ImGuiKey_GamepadR1;
|
||
|
break;
|
||
|
default:
|
||
|
assert(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END);
|
||
|
finalKey = static_cast<ImGuiKey>(key);
|
||
|
}
|
||
|
assert(joystickButton < sf::Joystick::ButtonCount);
|
||
|
s_currWindowCtx->joystickMapping[joystickButton] = finalKey;
|
||
|
}
|
||
|
|
||
|
void SetDPadXAxis(sf::Joystick::Axis dPadXAxis, bool inverted) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->dPadInfo.xAxis = dPadXAxis;
|
||
|
s_currWindowCtx->dPadInfo.xInverted = inverted;
|
||
|
}
|
||
|
|
||
|
void SetDPadYAxis(sf::Joystick::Axis dPadYAxis, bool inverted) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->dPadInfo.yAxis = dPadYAxis;
|
||
|
s_currWindowCtx->dPadInfo.yInverted = inverted;
|
||
|
}
|
||
|
|
||
|
void SetLStickXAxis(sf::Joystick::Axis lStickXAxis, bool inverted) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->lStickInfo.xAxis = lStickXAxis;
|
||
|
s_currWindowCtx->lStickInfo.xInverted = inverted;
|
||
|
}
|
||
|
|
||
|
void SetLStickYAxis(sf::Joystick::Axis lStickYAxis, bool inverted) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->lStickInfo.yAxis = lStickYAxis;
|
||
|
s_currWindowCtx->lStickInfo.yInverted = inverted;
|
||
|
}
|
||
|
|
||
|
void SetRStickXAxis(sf::Joystick::Axis rStickXAxis, bool inverted) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->rStickInfo.xAxis = rStickXAxis;
|
||
|
s_currWindowCtx->rStickInfo.xInverted = inverted;
|
||
|
}
|
||
|
|
||
|
void SetRStickYAxis(sf::Joystick::Axis rStickYAxis, bool inverted) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->rStickInfo.yAxis = rStickYAxis;
|
||
|
s_currWindowCtx->rStickInfo.yInverted = inverted;
|
||
|
}
|
||
|
|
||
|
void SetLTriggerAxis(sf::Joystick::Axis lTriggerAxis) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->rTriggerInfo.axis = lTriggerAxis;
|
||
|
}
|
||
|
|
||
|
void SetRTriggerAxis(sf::Joystick::Axis rTriggerAxis) {
|
||
|
assert(s_currWindowCtx);
|
||
|
s_currWindowCtx->rTriggerInfo.axis = rTriggerAxis;
|
||
|
}
|
||
|
|
||
|
} // end of namespace SFML
|
||
|
|
||
|
/////////////// Image Overloads for sf::Texture
|
||
|
|
||
|
void Image(const sf::Texture &texture, const sf::Color &tintColor, const sf::Color &borderColor) {
|
||
|
Image(texture, static_cast<sf::Vector2f>(texture.getSize()), tintColor, borderColor);
|
||
|
}
|
||
|
|
||
|
void Image(const sf::Texture &texture, const sf::Vector2f &size, const sf::Color &tintColor, const sf::Color &borderColor) {
|
||
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
||
|
|
||
|
ImGui::Image(textureID, ImVec2(size.x, size.y), ImVec2(0, 0), ImVec2(1, 1), toImColor(tintColor), toImColor(borderColor));
|
||
|
}
|
||
|
|
||
|
/////////////// Image Overloads for sf::RenderTexture
|
||
|
void Image(const sf::RenderTexture &texture, const sf::Color &tintColor, const sf::Color &borderColor) {
|
||
|
Image(texture, static_cast<sf::Vector2f>(texture.getSize()), tintColor, borderColor);
|
||
|
}
|
||
|
|
||
|
void Image(const sf::RenderTexture &texture, const sf::Vector2f &size, const sf::Color &tintColor, const sf::Color &borderColor) {
|
||
|
ImTextureID textureID =
|
||
|
convertGLTextureHandleToImTextureID(texture.getTexture().getNativeHandle());
|
||
|
|
||
|
ImGui::Image(textureID, ImVec2(size.x, size.y), ImVec2(0, 1), ImVec2(1, 0), // flipped vertically, because textures in sf::RenderTexture are
|
||
|
// stored this way
|
||
|
toImColor(tintColor), toImColor(borderColor));
|
||
|
}
|
||
|
|
||
|
/////////////// Image Overloads for sf::Sprite
|
||
|
|
||
|
void Image(const sf::Sprite &sprite, const sf::Color &tintColor, const sf::Color &borderColor) {
|
||
|
sf::FloatRect bounds = sprite.getGlobalBounds();
|
||
|
Image(sprite, sf::Vector2f(bounds.width, bounds.height), tintColor, borderColor);
|
||
|
}
|
||
|
|
||
|
void Image(const sf::Sprite &sprite, const sf::Vector2f &size, const sf::Color &tintColor, const sf::Color &borderColor) {
|
||
|
#if SFML_VERSION_MAJOR >= 3
|
||
|
const sf::Texture &texture = sprite.getTexture();
|
||
|
#else
|
||
|
const sf::Texture *texturePtr = sprite.getTexture();
|
||
|
// sprite without texture cannot be drawn
|
||
|
if (!texturePtr) {
|
||
|
return;
|
||
|
}
|
||
|
const sf::Texture &texture = *texturePtr;
|
||
|
#endif
|
||
|
const sf::Vector2f textureSize(texture.getSize());
|
||
|
const sf::FloatRect textureRect(sprite.getTextureRect());
|
||
|
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||
|
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x, (textureRect.top + textureRect.height) / textureSize.y);
|
||
|
|
||
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
||
|
|
||
|
ImGui::Image(textureID, ImVec2(size.x, size.y), uv0, uv1, toImColor(tintColor), toImColor(borderColor));
|
||
|
}
|
||
|
|
||
|
/////////////// Image Button Overloads for sf::Texture
|
||
|
|
||
|
bool ImageButton(const sf::Texture &texture, const int framePadding, const sf::Color &bgColor, const sf::Color &tintColor) {
|
||
|
return ImageButton(texture, static_cast<sf::Vector2f>(texture.getSize()), framePadding, bgColor, tintColor);
|
||
|
}
|
||
|
|
||
|
bool ImageButton(const sf::Texture &texture, const sf::Vector2f &size, const int framePadding, const sf::Color &bgColor, const sf::Color &tintColor) {
|
||
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
||
|
|
||
|
return ImGui::ImageButton(textureID, ImVec2(size.x, size.y), ImVec2(0, 0), ImVec2(1, 1), framePadding, toImColor(bgColor), toImColor(tintColor));
|
||
|
}
|
||
|
|
||
|
/////////////// Image Button Overloads for sf::RenderTexture
|
||
|
|
||
|
bool ImageButton(const sf::RenderTexture &texture, const int framePadding, const sf::Color &bgColor, const sf::Color &tintColor) {
|
||
|
return ImageButton(texture, static_cast<sf::Vector2f>(texture.getSize()), framePadding, bgColor, tintColor);
|
||
|
}
|
||
|
|
||
|
bool ImageButton(const sf::RenderTexture &texture, const sf::Vector2f &size, const int framePadding, const sf::Color &bgColor, const sf::Color &tintColor) {
|
||
|
ImTextureID textureID =
|
||
|
convertGLTextureHandleToImTextureID(texture.getTexture().getNativeHandle());
|
||
|
|
||
|
return ImGui::ImageButton(textureID, ImVec2(size.x, size.y), ImVec2(0, 1), ImVec2(1, 0), // flipped vertically, because textures in
|
||
|
// sf::RenderTexture are stored this way
|
||
|
framePadding, toImColor(bgColor), toImColor(tintColor));
|
||
|
}
|
||
|
|
||
|
/////////////// Image Button Overloads for sf::Sprite
|
||
|
|
||
|
bool ImageButton(const sf::Sprite &sprite, const int framePadding, const sf::Color &bgColor, const sf::Color &tintColor) {
|
||
|
sf::FloatRect spriteSize = sprite.getGlobalBounds();
|
||
|
return ImageButton(sprite, sf::Vector2f(spriteSize.width, spriteSize.height), framePadding, bgColor, tintColor);
|
||
|
}
|
||
|
|
||
|
bool ImageButton(const sf::Sprite &sprite, const sf::Vector2f &size, const int framePadding, const sf::Color &bgColor, const sf::Color &tintColor) {
|
||
|
#if SFML_VERSION_MAJOR >= 3
|
||
|
const sf::Texture &texture = sprite.getTexture();
|
||
|
#else
|
||
|
const sf::Texture *texturePtr = sprite.getTexture();
|
||
|
// sprite without texture cannot be drawn
|
||
|
if (!texturePtr) {
|
||
|
return false;
|
||
|
}
|
||
|
const sf::Texture &texture = *texturePtr;
|
||
|
#endif
|
||
|
const sf::Vector2f textureSize(texture.getSize());
|
||
|
const sf::FloatRect textureRect(sprite.getTextureRect());
|
||
|
ImVec2 uv0(textureRect.left / textureSize.x, textureRect.top / textureSize.y);
|
||
|
ImVec2 uv1((textureRect.left + textureRect.width) / textureSize.x, (textureRect.top + textureRect.height) / textureSize.y);
|
||
|
|
||
|
ImTextureID textureID = convertGLTextureHandleToImTextureID(texture.getNativeHandle());
|
||
|
return ImGui::ImageButton(textureID, ImVec2(size.x, size.y), uv0, uv1, framePadding, toImColor(bgColor), toImColor(tintColor));
|
||
|
}
|
||
|
|
||
|
/////////////// Draw_list Overloads
|
||
|
|
||
|
void DrawLine(const sf::Vector2f &a, const sf::Vector2f &b, const sf::Color &color, float thickness) {
|
||
|
ImDrawList *draw_list = ImGui::GetWindowDrawList();
|
||
|
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||
|
draw_list->AddLine(ImVec2(a.x + pos.x, a.y + pos.y), ImVec2(b.x + pos.x, b.y + pos.y), ColorConvertFloat4ToU32(toImColor(color)), thickness);
|
||
|
}
|
||
|
|
||
|
void DrawRect(const sf::FloatRect &rect, const sf::Color &color, float rounding, int rounding_corners, float thickness) {
|
||
|
ImDrawList *draw_list = ImGui::GetWindowDrawList();
|
||
|
draw_list->AddRect(getTopLeftAbsolute(rect), getDownRightAbsolute(rect), ColorConvertFloat4ToU32(toImColor(color)), rounding, rounding_corners, thickness);
|
||
|
}
|
||
|
|
||
|
void DrawRectFilled(const sf::FloatRect &rect, const sf::Color &color, float rounding, int rounding_corners) {
|
||
|
ImDrawList *draw_list = ImGui::GetWindowDrawList();
|
||
|
draw_list->AddRectFilled(getTopLeftAbsolute(rect), getDownRightAbsolute(rect), ColorConvertFloat4ToU32(toImColor(color)), rounding, rounding_corners);
|
||
|
}
|
||
|
|
||
|
} // end of namespace ImGui
|
||
|
|
||
|
namespace {
|
||
|
ImColor toImColor(sf::Color c) {
|
||
|
return ImColor(static_cast<int>(c.r), static_cast<int>(c.g), static_cast<int>(c.b), static_cast<int>(c.a));
|
||
|
}
|
||
|
ImVec2 getTopLeftAbsolute(const sf::FloatRect &rect) {
|
||
|
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||
|
return ImVec2(rect.left + pos.x, rect.top + pos.y);
|
||
|
}
|
||
|
ImVec2 getDownRightAbsolute(const sf::FloatRect &rect) {
|
||
|
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||
|
return ImVec2(rect.left + rect.width + pos.x, rect.top + rect.height + pos.y);
|
||
|
}
|
||
|
|
||
|
ImTextureID convertGLTextureHandleToImTextureID(GLuint glTextureHandle) {
|
||
|
ImTextureID textureID = (ImTextureID)NULL;
|
||
|
std::memcpy(&textureID, &glTextureHandle, sizeof(GLuint));
|
||
|
return textureID;
|
||
|
}
|
||
|
GLuint convertImTextureIDToGLTextureHandle(ImTextureID textureID) {
|
||
|
GLuint glTextureHandle;
|
||
|
std::memcpy(&glTextureHandle, &textureID, sizeof(GLuint));
|
||
|
return glTextureHandle;
|
||
|
}
|
||
|
|
||
|
// copied from imgui/backends/imgui_impl_opengl2.cpp
|
||
|
void SetupRenderState(ImDrawData *draw_data, int fb_width, int fb_height) {
|
||
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor
|
||
|
// enabled, vertex/texcoord/color pointers, polygon fill.
|
||
|
glEnable(GL_BLEND);
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); //
|
||
|
// In order to composite our output buffer we need to preserve alpha
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
glDisable(GL_STENCIL_TEST);
|
||
|
glDisable(GL_LIGHTING);
|
||
|
glDisable(GL_COLOR_MATERIAL);
|
||
|
glEnable(GL_SCISSOR_TEST);
|
||
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
glEnableClientState(GL_COLOR_ARRAY);
|
||
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
|
||
|
// Setup viewport, orthographic projection matrix
|
||
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||
|
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single
|
||
|
// viewport apps.
|
||
|
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPushMatrix();
|
||
|
glLoadIdentity();
|
||
|
#ifdef GL_VERSION_ES_CL_1_1
|
||
|
glOrthof(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
|
||
|
#else
|
||
|
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
|
||
|
#endif
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPushMatrix();
|
||
|
glLoadIdentity();
|
||
|
}
|
||
|
|
||
|
// Rendering callback
|
||
|
void RenderDrawLists(ImDrawData *draw_data) {
|
||
|
ImGui::GetDrawData();
|
||
|
if (draw_data->CmdListsCount == 0) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ImGuiIO &io = ImGui::GetIO();
|
||
|
assert(io.Fonts->TexID != (ImTextureID) nullptr); // You forgot to create and set font texture
|
||
|
|
||
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates !=
|
||
|
// framebuffer coordinates)
|
||
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||
|
if (fb_width == 0 || fb_height == 0)
|
||
|
return;
|
||
|
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||
|
|
||
|
// Backup GL state
|
||
|
// Backup GL state
|
||
|
GLint last_texture;
|
||
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||
|
GLint last_polygon_mode[2];
|
||
|
glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||
|
GLint last_viewport[4];
|
||
|
glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||
|
GLint last_scissor_box[4];
|
||
|
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||
|
GLint last_shade_model;
|
||
|
glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
|
||
|
GLint last_tex_env_mode;
|
||
|
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
|
||
|
|
||
|
#ifdef GL_VERSION_ES_CL_1_1
|
||
|
GLint last_array_buffer;
|
||
|
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||
|
GLint last_element_array_buffer;
|
||
|
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||
|
#else
|
||
|
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||
|
#endif
|
||
|
|
||
|
// Setup desired GL state
|
||
|
SetupRenderState(draw_data, fb_width, fb_height);
|
||
|
|
||
|
// Will project scissor/clipping rectangles into framebuffer space
|
||
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||
|
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are
|
||
|
// often (2,2)
|
||
|
|
||
|
// Render command lists
|
||
|
for (int n = 0; n < draw_data->CmdListsCount; n++) {
|
||
|
const ImDrawList *cmd_list = draw_data->CmdLists[n];
|
||
|
const ImDrawVert *vtx_buffer = cmd_list->VtxBuffer.Data;
|
||
|
const ImDrawIdx *idx_buffer = cmd_list->IdxBuffer.Data;
|
||
|
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid *)((const char *)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||
|
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid *)((const char *)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid *)((const char *)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||
|
|
||
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
|
||
|
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||
|
if (pcmd->UserCallback) {
|
||
|
// User callback, registered via ImDrawList::AddCallback()
|
||
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to
|
||
|
// request the renderer to reset render state.)
|
||
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||
|
SetupRenderState(draw_data, fb_width, fb_height);
|
||
|
else
|
||
|
pcmd->UserCallback(cmd_list, pcmd);
|
||
|
} else {
|
||
|
// Project scissor/clipping rectangles into framebuffer space
|
||
|
ImVec4 clip_rect;
|
||
|
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||
|
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||
|
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||
|
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||
|
|
||
|
if (clip_rect.x < static_cast<float>(fb_width) &&
|
||
|
clip_rect.y < static_cast<float>(fb_height) && clip_rect.z >= 0.0f &&
|
||
|
clip_rect.w >= 0.0f) {
|
||
|
// Apply scissor/clipping rectangle
|
||
|
glScissor((int)clip_rect.x, (int)(static_cast<float>(fb_height) - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||
|
|
||
|
// Bind texture, Draw
|
||
|
GLuint textureHandle = convertImTextureIDToGLTextureHandle(pcmd->TextureId);
|
||
|
glBindTexture(GL_TEXTURE_2D, textureHandle);
|
||
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Restore modified GL state
|
||
|
glDisableClientState(GL_COLOR_ARRAY);
|
||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||
|
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glPopMatrix();
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPopMatrix();
|
||
|
glPopAttrib();
|
||
|
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
||
|
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||
|
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||
|
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||
|
glShadeModel((GLenum)last_shade_model);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
|
||
|
|
||
|
#ifdef GL_VERSION_ES_CL_1_1
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||
|
glDisable(GL_SCISSOR_TEST);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
unsigned int getConnectedJoystickId() {
|
||
|
for (unsigned int i = 0; i < (unsigned int)sf::Joystick::Count; ++i) {
|
||
|
if (sf::Joystick::isConnected(i))
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
return NULL_JOYSTICK_ID;
|
||
|
}
|
||
|
|
||
|
void initDefaultJoystickMapping() {
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceDown, 0);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceRight, 1);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceLeft, 2);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceUp, 3);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadL1, 4);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadR1, 5);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadBack, 6);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadStart, 7);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadL3, 9);
|
||
|
ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadR3, 10);
|
||
|
|
||
|
ImGui::SFML::SetDPadXAxis(sf::Joystick::PovX);
|
||
|
// D-pad Y axis is inverted on Windows
|
||
|
#ifdef _WIN32
|
||
|
ImGui::SFML::SetDPadYAxis(sf::Joystick::PovY, true);
|
||
|
#else
|
||
|
ImGui::SFML::SetDPadYAxis(sf::Joystick::PovY);
|
||
|
#endif
|
||
|
|
||
|
ImGui::SFML::SetLStickXAxis(sf::Joystick::X);
|
||
|
ImGui::SFML::SetLStickYAxis(sf::Joystick::Y);
|
||
|
ImGui::SFML::SetRStickXAxis(sf::Joystick::U);
|
||
|
ImGui::SFML::SetRStickYAxis(sf::Joystick::V);
|
||
|
ImGui::SFML::SetLTriggerAxis(sf::Joystick::Z);
|
||
|
ImGui::SFML::SetRTriggerAxis(sf::Joystick::R);
|
||
|
|
||
|
ImGui::SFML::SetJoystickDPadThreshold(5.f);
|
||
|
ImGui::SFML::SetJoystickLStickThreshold(5.f);
|
||
|
ImGui::SFML::SetJoystickRStickThreshold(15.f);
|
||
|
ImGui::SFML::SetJoystickLTriggerThreshold(0.f);
|
||
|
ImGui::SFML::SetJoystickRTriggerThreshold(0.f);
|
||
|
}
|
||
|
|
||
|
void updateJoystickButtonState(ImGuiIO &io) {
|
||
|
for (int i = 0; i < static_cast<int>(sf::Joystick::ButtonCount); ++i) {
|
||
|
ImGuiKey key = s_currWindowCtx->joystickMapping[i];
|
||
|
if (key != ImGuiKey_None) {
|
||
|
bool isPressed = sf::Joystick::isButtonPressed(s_currWindowCtx->joystickId, static_cast<unsigned>(i));
|
||
|
if (s_currWindowCtx->windowHasFocus || !isPressed) {
|
||
|
io.AddKeyEvent(key, isPressed);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void updateJoystickAxis(ImGuiIO &io, ImGuiKey key, sf::Joystick::Axis axis, float threshold, float maxThreshold, bool inverted) {
|
||
|
float pos = sf::Joystick::getAxisPosition(s_currWindowCtx->joystickId, axis);
|
||
|
if (inverted) {
|
||
|
pos = -pos;
|
||
|
}
|
||
|
bool passedThreshold = (pos > threshold) == (maxThreshold > threshold);
|
||
|
if (passedThreshold && s_currWindowCtx->windowHasFocus) {
|
||
|
io.AddKeyAnalogEvent(key, true, std::abs(pos / 100.f));
|
||
|
} else {
|
||
|
io.AddKeyAnalogEvent(key, false, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void updateJoystickAxisPair(ImGuiIO &io, ImGuiKey key1, ImGuiKey key2, sf::Joystick::Axis axis, float threshold, bool inverted) {
|
||
|
updateJoystickAxis(io, key1, axis, -threshold, -100, inverted);
|
||
|
updateJoystickAxis(io, key2, axis, threshold, 100, inverted);
|
||
|
}
|
||
|
|
||
|
void updateJoystickDPadState(ImGuiIO &io) {
|
||
|
updateJoystickAxisPair(io, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, s_currWindowCtx->dPadInfo.xAxis, s_currWindowCtx->dPadInfo.threshold, s_currWindowCtx->dPadInfo.xInverted);
|
||
|
updateJoystickAxisPair(io, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown, s_currWindowCtx->dPadInfo.yAxis, s_currWindowCtx->dPadInfo.threshold, s_currWindowCtx->dPadInfo.yInverted);
|
||
|
}
|
||
|
|
||
|
void updateJoystickAxisState(ImGuiIO &io) {
|
||
|
updateJoystickAxisPair(io, ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, s_currWindowCtx->lStickInfo.xAxis, s_currWindowCtx->lStickInfo.threshold, s_currWindowCtx->lStickInfo.xInverted);
|
||
|
updateJoystickAxisPair(io, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown, s_currWindowCtx->lStickInfo.yAxis, s_currWindowCtx->lStickInfo.threshold, s_currWindowCtx->lStickInfo.yInverted);
|
||
|
|
||
|
updateJoystickAxisPair(io, ImGuiKey_GamepadRStickLeft, ImGuiKey_GamepadRStickRight, s_currWindowCtx->rStickInfo.xAxis, s_currWindowCtx->rStickInfo.threshold, s_currWindowCtx->rStickInfo.xInverted);
|
||
|
updateJoystickAxisPair(io, ImGuiKey_GamepadRStickUp, ImGuiKey_GamepadRStickDown, s_currWindowCtx->rStickInfo.yAxis, s_currWindowCtx->rStickInfo.threshold, s_currWindowCtx->rStickInfo.yInverted);
|
||
|
|
||
|
updateJoystickAxis(io, ImGuiKey_GamepadL2, s_currWindowCtx->lTriggerInfo.axis, s_currWindowCtx->lTriggerInfo.threshold, 100, false);
|
||
|
updateJoystickAxis(io, ImGuiKey_GamepadR2, s_currWindowCtx->rTriggerInfo.axis, s_currWindowCtx->rTriggerInfo.threshold, 100, false);
|
||
|
}
|
||
|
|
||
|
void setClipboardText(void * /*userData*/, const char *text) {
|
||
|
sf::Clipboard::setString(sf::String::fromUtf8(text, text + std::strlen(text)));
|
||
|
}
|
||
|
|
||
|
const char *getClipboardText(void * /*userData*/) {
|
||
|
std::basic_string<std::uint8_t> tmp = sf::Clipboard::getString().toUtf8();
|
||
|
s_clipboardText.assign(tmp.begin(), tmp.end());
|
||
|
return s_clipboardText.c_str();
|
||
|
}
|
||
|
|
||
|
void loadMouseCursor(ImGuiMouseCursor imguiCursorType, sf::Cursor::Type sfmlCursorType) {
|
||
|
s_currWindowCtx->mouseCursorLoaded[imguiCursorType] =
|
||
|
s_currWindowCtx->mouseCursors[imguiCursorType].loadFromSystem(sfmlCursorType);
|
||
|
}
|
||
|
|
||
|
void updateMouseCursor(sf::Window &window) {
|
||
|
ImGuiIO &io = ImGui::GetIO();
|
||
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) {
|
||
|
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
|
||
|
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) {
|
||
|
window.setMouseCursorVisible(false);
|
||
|
} else {
|
||
|
window.setMouseCursorVisible(true);
|
||
|
|
||
|
sf::Cursor &c = s_currWindowCtx->mouseCursorLoaded[cursor] ?
|
||
|
s_currWindowCtx->mouseCursors[cursor] :
|
||
|
s_currWindowCtx->mouseCursors[ImGuiMouseCursor_Arrow];
|
||
|
window.setMouseCursor(c);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} // end of anonymous namespace
|