#include "imgui-SFML.h" #include "../imgui/imgui.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // abs #include // offsetof, NULL, size_t #include // uint8_t #include // memcpy #include #include #include #if defined(__APPLE__) #pragma GCC diagnostic ignored "-Wdeprecated-declarations" #endif #if SFML_VERSION_MAJOR >= 3 #define IMGUI_SFML_KEY_APOSTROPHE sf::Keyboard::Apostrophe #define IMGUI_SFML_KEY_GRAVE sf::Keyboard::Grave #else #define IMGUI_SFML_KEY_APOSTROPHE sf::Keyboard::Quote #define IMGUI_SFML_KEY_GRAVE sf::Keyboard::Tilde #endif #ifdef ANDROID #ifdef USE_JNI #include #include #include int openKeyboardIME() { ANativeActivity *activity = sf::getNativeActivity(); JavaVM *vm = activity->vm; JNIEnv *env = activity->env; JavaVMAttachArgs attachargs; attachargs.version = JNI_VERSION_1_6; attachargs.name = "NativeThread"; attachargs.group = NULL; jint res = vm->AttachCurrentThread(&env, &attachargs); if (res == JNI_ERR) return EXIT_FAILURE; jclass natact = env->FindClass("android/app/NativeActivity"); jclass context = env->FindClass("android/content/Context"); jfieldID fid = env->GetStaticFieldID(context, "INPUT_METHOD_SERVICE", "Ljava/lang/String;"); jobject svcstr = env->GetStaticObjectField(context, fid); jmethodID getss = env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;"); jobject imm_obj = env->CallObjectMethod(activity->clazz, getss, svcstr); jclass imm_cls = env->GetObjectClass(imm_obj); jmethodID toggleSoftInput = env->GetMethodID(imm_cls, "toggleSoftInput", "(II)V"); env->CallVoidMethod(imm_obj, toggleSoftInput, 2, 0); env->DeleteLocalRef(imm_obj); env->DeleteLocalRef(imm_cls); env->DeleteLocalRef(svcstr); env->DeleteLocalRef(context); env->DeleteLocalRef(natact); vm->DetachCurrentThread(); return EXIT_SUCCESS; } int closeKeyboardIME() { ANativeActivity *activity = sf::getNativeActivity(); JavaVM *vm = activity->vm; JNIEnv *env = activity->env; JavaVMAttachArgs attachargs; attachargs.version = JNI_VERSION_1_6; attachargs.name = "NativeThread"; attachargs.group = NULL; jint res = vm->AttachCurrentThread(&env, &attachargs); if (res == JNI_ERR) return EXIT_FAILURE; jclass natact = env->FindClass("android/app/NativeActivity"); jclass context = env->FindClass("android/content/Context"); jfieldID fid = env->GetStaticFieldID(context, "INPUT_METHOD_SERVICE", "Ljava/lang/String;"); jobject svcstr = env->GetStaticObjectField(context, fid); jmethodID getss = env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;"); jobject imm_obj = env->CallObjectMethod(activity->clazz, getss, svcstr); jclass imm_cls = env->GetObjectClass(imm_obj); jmethodID toggleSoftInput = env->GetMethodID(imm_cls, "toggleSoftInput", "(II)V"); env->CallVoidMethod(imm_obj, toggleSoftInput, 1, 0); env->DeleteLocalRef(imm_obj); env->DeleteLocalRef(imm_cls); env->DeleteLocalRef(svcstr); env->DeleteLocalRef(context); env->DeleteLocalRef(natact); vm->DetachCurrentThread(); return EXIT_SUCCESS; } #endif #endif #if __cplusplus >= 201103L // C++11 and above static_assert(sizeof(GLuint) <= sizeof(ImTextureID), "ImTextureID is not large enough to fit GLuint."); #endif namespace { // various helper functions ImColor toImColor(sf::Color c); ImVec2 getTopLeftAbsolute(const sf::FloatRect &rect); ImVec2 getDownRightAbsolute(const sf::FloatRect &rect); ImTextureID convertGLTextureHandleToImTextureID(GLuint glTextureHandle); GLuint convertImTextureIDToGLTextureHandle(ImTextureID textureID); void RenderDrawLists(ImDrawData *draw_data); // rendering callback function prototype // Default mapping is XInput gamepad mapping void initDefaultJoystickMapping(); // Returns first id of connected joystick unsigned int getConnectedJoystickId(); void updateJoystickButtonState(ImGuiIO &io); void updateJoystickDPadState(ImGuiIO &io); void updateJoystickAxisState(ImGuiIO &io); // clipboard functions void setClipboardText(void *userData, const char *text); const char *getClipboardText(void *userData); std::string s_clipboardText; // mouse cursors void loadMouseCursor(ImGuiMouseCursor imguiCursorType, sf::Cursor::Type sfmlCursorType); void updateMouseCursor(sf::Window &window); // data constexpr unsigned int NULL_JOYSTICK_ID = sf::Joystick::Count; struct StickInfo { sf::Joystick::Axis xAxis; sf::Joystick::Axis yAxis; bool xInverted; bool yInverted; float threshold; StickInfo() { xAxis = sf::Joystick::X; yAxis = sf::Joystick::Y; xInverted = false; yInverted = false; threshold = 15; } }; struct TriggerInfo { sf::Joystick::Axis axis; float threshold; TriggerInfo() { axis = sf::Joystick::Z; threshold = 0; } }; struct WindowContext { const sf::Window *window; ImGuiContext *imContext; sf::Texture fontTexture; // internal font atlas which is used if user doesn't set a custom // sf::Texture. bool windowHasFocus; bool mouseMoved; bool mousePressed[3]; ImGuiMouseCursor lastCursor; bool touchDown[3]; sf::Vector2i touchPos; unsigned int joystickId; ImGuiKey joystickMapping[sf::Joystick::ButtonCount]; StickInfo dPadInfo; StickInfo lStickInfo; StickInfo rStickInfo; TriggerInfo lTriggerInfo; TriggerInfo rTriggerInfo; sf::Cursor mouseCursors[ImGuiMouseCursor_COUNT]; bool mouseCursorLoaded[ImGuiMouseCursor_COUNT]; #ifdef ANDROID #ifdef USE_JNI bool wantTextInput; #endif #endif WindowContext(const WindowContext &) = delete; // non construction-copyable WindowContext &operator=(const WindowContext &) = delete; // non copyable WindowContext(const sf::Window *w) { window = w; imContext = ImGui::CreateContext(); windowHasFocus = window->hasFocus(); mouseMoved = false; for (int i = 0; i < 3; ++i) { mousePressed[i] = false; touchDown[i] = false; } lastCursor = ImGuiMouseCursor_COUNT; joystickId = getConnectedJoystickId(); for (int i = 0; i < static_cast(sf::Joystick::ButtonCount); ++i) { joystickMapping[i] = ImGuiKey_None; } for (int i = 0; i < ImGuiMouseCursor_COUNT; ++i) { mouseCursorLoaded[i] = false; } #ifdef ANDROID #ifdef USE_JNI wantTextInput = false; #endif #endif } ~WindowContext() { ImGui::DestroyContext(imContext); } }; std::vector> s_windowContexts; WindowContext *s_currWindowCtx = nullptr; } // end of anonymous namespace namespace ImGui { namespace SFML { bool Init(sf::RenderWindow &window, bool loadDefaultFont) { return Init(window, window, loadDefaultFont); } bool Init(sf::Window &window, sf::RenderTarget &target, bool loadDefaultFont) { return Init(window, static_cast(target.getSize()), loadDefaultFont); } bool Init(sf::Window &window, const sf::Vector2f &displaySize, bool loadDefaultFont) { #if __cplusplus < 201103L // runtime assert when using earlier than C++11 as no // static_assert support assert(sizeof(GLuint) <= sizeof(ImTextureID)); // ImTextureID is not large enough to fit // GLuint. #endif s_windowContexts.emplace_back(new WindowContext(&window)); s_currWindowCtx = s_windowContexts.back().get(); ImGui::SetCurrentContext(s_currWindowCtx->imContext); ImGuiIO &io = ImGui::GetIO(); // tell ImGui which features we support io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; io.BackendPlatformName = "imgui_impl_sfml"; s_currWindowCtx->joystickId = getConnectedJoystickId(); initDefaultJoystickMapping(); // init rendering io.DisplaySize = ImVec2(displaySize.x, displaySize.y); // clipboard io.SetClipboardTextFn = setClipboardText; io.GetClipboardTextFn = getClipboardText; // load mouse cursors loadMouseCursor(ImGuiMouseCursor_Arrow, sf::Cursor::Arrow); loadMouseCursor(ImGuiMouseCursor_TextInput, sf::Cursor::Text); loadMouseCursor(ImGuiMouseCursor_ResizeAll, sf::Cursor::SizeAll); loadMouseCursor(ImGuiMouseCursor_ResizeNS, sf::Cursor::SizeVertical); loadMouseCursor(ImGuiMouseCursor_ResizeEW, sf::Cursor::SizeHorizontal); loadMouseCursor(ImGuiMouseCursor_ResizeNESW, sf::Cursor::SizeBottomLeftTopRight); loadMouseCursor(ImGuiMouseCursor_ResizeNWSE, sf::Cursor::SizeTopLeftBottomRight); loadMouseCursor(ImGuiMouseCursor_Hand, sf::Cursor::Hand); if (loadDefaultFont) { // this will load default font automatically // No need to call AddDefaultFont return UpdateFontTexture(); } return true; } void SetCurrentWindow(const sf::Window &window) { auto found = std::find_if(s_windowContexts.begin(), s_windowContexts.end(), [&](std::unique_ptr &ctx) { return ctx->window->getSystemHandle() == window.getSystemHandle(); }); assert(found != s_windowContexts.end() && "Failed to find the window. Forgot to call ImGui::SFML::Init for the window?"); s_currWindowCtx = found->get(); ImGui::SetCurrentContext(s_currWindowCtx->imContext); } void ProcessEvent(const sf::Window &window, const sf::Event &event) { SetCurrentWindow(window); ProcessEvent(event); } ImGuiKey keycodeToImGuiKey(sf::Keyboard::Key code) { switch (code) { case sf::Keyboard::Tab: return ImGuiKey_Tab; case sf::Keyboard::Left: return ImGuiKey_LeftArrow; case sf::Keyboard::Right: return ImGuiKey_RightArrow; case sf::Keyboard::Up: return ImGuiKey_UpArrow; case sf::Keyboard::Down: return ImGuiKey_DownArrow; case sf::Keyboard::PageUp: return ImGuiKey_PageUp; case sf::Keyboard::PageDown: return ImGuiKey_PageDown; case sf::Keyboard::Home: return ImGuiKey_Home; case sf::Keyboard::End: return ImGuiKey_End; case sf::Keyboard::Insert: return ImGuiKey_Insert; case sf::Keyboard::Delete: return ImGuiKey_Delete; case sf::Keyboard::Backspace: return ImGuiKey_Backspace; case sf::Keyboard::Space: return ImGuiKey_Space; case sf::Keyboard::Enter: return ImGuiKey_Enter; case sf::Keyboard::Escape: return ImGuiKey_Escape; case IMGUI_SFML_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; case sf::Keyboard::Comma: return ImGuiKey_Comma; case sf::Keyboard::Hyphen: return ImGuiKey_Minus; case sf::Keyboard::Period: return ImGuiKey_Period; case sf::Keyboard::Slash: return ImGuiKey_Slash; case sf::Keyboard::Semicolon: return ImGuiKey_Semicolon; case sf::Keyboard::Equal: return ImGuiKey_Equal; case sf::Keyboard::LBracket: return ImGuiKey_LeftBracket; case sf::Keyboard::Backslash: return ImGuiKey_Backslash; case sf::Keyboard::RBracket: return ImGuiKey_RightBracket; case IMGUI_SFML_KEY_GRAVE: return ImGuiKey_GraveAccent; // case : return ImGuiKey_CapsLock; // case : return ImGuiKey_ScrollLock; // case : return ImGuiKey_NumLock; // case : return ImGuiKey_PrintScreen; case sf::Keyboard::Pause: return ImGuiKey_Pause; case sf::Keyboard::Numpad0: return ImGuiKey_Keypad0; case sf::Keyboard::Numpad1: return ImGuiKey_Keypad1; case sf::Keyboard::Numpad2: return ImGuiKey_Keypad2; case sf::Keyboard::Numpad3: return ImGuiKey_Keypad3; case sf::Keyboard::Numpad4: return ImGuiKey_Keypad4; case sf::Keyboard::Numpad5: return ImGuiKey_Keypad5; case sf::Keyboard::Numpad6: return ImGuiKey_Keypad6; case sf::Keyboard::Numpad7: return ImGuiKey_Keypad7; case sf::Keyboard::Numpad8: return ImGuiKey_Keypad8; case sf::Keyboard::Numpad9: return ImGuiKey_Keypad9; // case : return ImGuiKey_KeypadDecimal; case sf::Keyboard::Divide: return ImGuiKey_KeypadDivide; case sf::Keyboard::Multiply: return ImGuiKey_KeypadMultiply; case sf::Keyboard::Subtract: return ImGuiKey_KeypadSubtract; case sf::Keyboard::Add: return ImGuiKey_KeypadAdd; // 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(event.size.width), static_cast(event.size.height)); break; case sf::Event::MouseMoved: io.AddMousePosEvent(static_cast(event.mouseMove.x), static_cast(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(target.getSize()), dt); } else { Update(sf::Mouse::getPosition(window), static_cast(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(io.MousePos.x), static_cast(io.MousePos.y)); sf::Mouse::setPosition(newMousePos); } else { io.MousePos = ImVec2(static_cast(mousePos.x), static_cast(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(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 &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(width), static_cast(height)))) { return false; } #else if (!texture.create(static_cast(width), static_cast(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(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(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(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(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(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(c.r), static_cast(c.g), static_cast(c.b), static_cast(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(fb_width) && clip_rect.y < static_cast(fb_height) && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle glScissor((int)clip_rect.x, (int)(static_cast(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(sf::Joystick::ButtonCount); ++i) { ImGuiKey key = s_currWindowCtx->joystickMapping[i]; if (key != ImGuiKey_None) { bool isPressed = sf::Joystick::isButtonPressed(s_currWindowCtx->joystickId, static_cast(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 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