2017-12-08 21:46:09 +00:00
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/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "ImGuiLayer.h"
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#include "SkCanvas.h"
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#include "SkImage.h"
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#include "SkPixmap.h"
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#include "SkSwizzle.h"
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#include "SkVertices.h"
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#include "imgui.h"
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#include <stdlib.h>
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#include <map>
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using namespace sk_app;
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ImGuiLayer::ImGuiLayer() {
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// ImGui initialization:
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2018-06-29 18:30:48 +00:00
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ImGui::CreateContext();
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2017-12-08 21:46:09 +00:00
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ImGuiIO& io = ImGui::GetIO();
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// Keymap...
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io.KeyMap[ImGuiKey_Tab] = (int)Window::Key::kTab;
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io.KeyMap[ImGuiKey_LeftArrow] = (int)Window::Key::kLeft;
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io.KeyMap[ImGuiKey_RightArrow] = (int)Window::Key::kRight;
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io.KeyMap[ImGuiKey_UpArrow] = (int)Window::Key::kUp;
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io.KeyMap[ImGuiKey_DownArrow] = (int)Window::Key::kDown;
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io.KeyMap[ImGuiKey_PageUp] = (int)Window::Key::kPageUp;
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io.KeyMap[ImGuiKey_PageDown] = (int)Window::Key::kPageDown;
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io.KeyMap[ImGuiKey_Home] = (int)Window::Key::kHome;
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io.KeyMap[ImGuiKey_End] = (int)Window::Key::kEnd;
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io.KeyMap[ImGuiKey_Delete] = (int)Window::Key::kDelete;
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io.KeyMap[ImGuiKey_Backspace] = (int)Window::Key::kBack;
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io.KeyMap[ImGuiKey_Enter] = (int)Window::Key::kOK;
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io.KeyMap[ImGuiKey_Escape] = (int)Window::Key::kEscape;
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io.KeyMap[ImGuiKey_A] = (int)Window::Key::kA;
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io.KeyMap[ImGuiKey_C] = (int)Window::Key::kC;
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io.KeyMap[ImGuiKey_V] = (int)Window::Key::kV;
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io.KeyMap[ImGuiKey_X] = (int)Window::Key::kX;
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io.KeyMap[ImGuiKey_Y] = (int)Window::Key::kY;
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io.KeyMap[ImGuiKey_Z] = (int)Window::Key::kZ;
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int w, h;
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unsigned char* pixels;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &w, &h);
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SkImageInfo info = SkImageInfo::MakeA8(w, h);
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SkPixmap pmap(info, pixels, info.minRowBytes());
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SkMatrix localMatrix = SkMatrix::MakeScale(1.0f / w, 1.0f / h);
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auto fontImage = SkImage::MakeFromRaster(pmap, nullptr, nullptr);
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auto fontShader = fontImage->makeShader(&localMatrix);
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fFontPaint.setShader(fontShader);
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fFontPaint.setColor(SK_ColorWHITE);
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fFontPaint.setFilterQuality(kLow_SkFilterQuality);
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io.Fonts->TexID = &fFontPaint;
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}
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2018-06-29 18:30:48 +00:00
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ImGuiLayer::~ImGuiLayer() {
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ImGui::DestroyContext();
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}
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2017-12-08 21:46:09 +00:00
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void ImGuiLayer::onAttach(Window* window) {
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fWindow = window;
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}
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bool ImGuiLayer::onMouse(int x, int y, Window::InputState state, uint32_t modifiers) {
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos.x = static_cast<float>(x);
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io.MousePos.y = static_cast<float>(y);
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if (Window::kDown_InputState == state) {
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io.MouseDown[0] = true;
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} else if (Window::kUp_InputState == state) {
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io.MouseDown[0] = false;
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}
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return io.WantCaptureMouse;
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}
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bool ImGuiLayer::onMouseWheel(float delta, uint32_t modifiers) {
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheel += delta;
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return true;
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}
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void ImGuiLayer::skiaWidget(const ImVec2& size, SkiaWidgetFunc func) {
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intptr_t funcIndex = fSkiaWidgetFuncs.count();
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fSkiaWidgetFuncs.push_back(func);
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ImGui::Image((ImTextureID)funcIndex, size);
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}
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void ImGuiLayer::onPrePaint() {
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// Update ImGui input
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ImGuiIO& io = ImGui::GetIO();
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io.DeltaTime = 1.0f / 60.0f;
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io.DisplaySize.x = static_cast<float>(fWindow->width());
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io.DisplaySize.y = static_cast<float>(fWindow->height());
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io.KeyAlt = io.KeysDown[static_cast<int>(Window::Key::kOption)];
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io.KeyCtrl = io.KeysDown[static_cast<int>(Window::Key::kCtrl)];
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io.KeyShift = io.KeysDown[static_cast<int>(Window::Key::kShift)];
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ImGui::NewFrame();
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}
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void ImGuiLayer::onPaint(SkCanvas* canvas) {
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// This causes ImGui to rebuild vertex/index data based on all immediate-mode commands
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// (widgets, etc...) that have been issued
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ImGui::Render();
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// Then we fetch the most recent data, and convert it so we can render with Skia
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const ImDrawData* drawData = ImGui::GetDrawData();
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SkTDArray<SkPoint> pos;
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SkTDArray<SkPoint> uv;
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SkTDArray<SkColor> color;
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for (int i = 0; i < drawData->CmdListsCount; ++i) {
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const ImDrawList* drawList = drawData->CmdLists[i];
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// De-interleave all vertex data (sigh), convert to Skia types
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pos.rewind(); uv.rewind(); color.rewind();
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2019-01-17 14:17:35 +00:00
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for (int j = 0; j < drawList->VtxBuffer.size(); ++j) {
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const ImDrawVert& vert = drawList->VtxBuffer[j];
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2018-08-08 15:23:41 +00:00
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pos.push_back(SkPoint::Make(vert.pos.x, vert.pos.y));
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uv.push_back(SkPoint::Make(vert.uv.x, vert.uv.y));
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color.push_back(vert.col);
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2017-12-08 21:46:09 +00:00
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}
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// ImGui colors are RGBA
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SkSwapRB(color.begin(), color.begin(), color.count());
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int indexOffset = 0;
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// Draw everything with canvas.drawVertices...
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for (int j = 0; j < drawList->CmdBuffer.size(); ++j) {
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const ImDrawCmd* drawCmd = &drawList->CmdBuffer[j];
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SkAutoCanvasRestore acr(canvas, true);
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// TODO: Find min/max index for each draw, so we know how many vertices (sigh)
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if (drawCmd->UserCallback) {
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drawCmd->UserCallback(drawList, drawCmd);
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} else {
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intptr_t idIndex = (intptr_t)drawCmd->TextureId;
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if (idIndex < fSkiaWidgetFuncs.count()) {
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// Small image IDs are actually indices into a list of callbacks. We directly
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// examing the vertex data to deduce the image rectangle, then reconfigure the
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// canvas to be clipped and translated so that the callback code gets to use
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// Skia to render a widget in the middle of an ImGui panel.
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ImDrawIdx rectIndex = drawList->IdxBuffer[indexOffset];
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SkPoint tl = pos[rectIndex], br = pos[rectIndex + 2];
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canvas->clipRect(SkRect::MakeLTRB(tl.fX, tl.fY, br.fX, br.fY));
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canvas->translate(tl.fX, tl.fY);
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fSkiaWidgetFuncs[idIndex](canvas);
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} else {
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SkPaint* paint = static_cast<SkPaint*>(drawCmd->TextureId);
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SkASSERT(paint);
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canvas->clipRect(SkRect::MakeLTRB(drawCmd->ClipRect.x, drawCmd->ClipRect.y,
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drawCmd->ClipRect.z, drawCmd->ClipRect.w));
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auto vertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
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drawList->VtxBuffer.size(),
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pos.begin(), uv.begin(), color.begin(),
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drawCmd->ElemCount,
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drawList->IdxBuffer.begin() + indexOffset);
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canvas->drawVertices(vertices, SkBlendMode::kModulate, *paint);
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indexOffset += drawCmd->ElemCount;
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}
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}
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}
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}
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fSkiaWidgetFuncs.reset();
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}
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bool ImGuiLayer::onKey(sk_app::Window::Key key, sk_app::Window::InputState state, uint32_t modifiers) {
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ImGuiIO& io = ImGui::GetIO();
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io.KeysDown[static_cast<int>(key)] = (Window::kDown_InputState == state);
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return io.WantCaptureKeyboard;
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}
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bool ImGuiLayer::onChar(SkUnichar c, uint32_t modifiers) {
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ImGuiIO& io = ImGui::GetIO();
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if (io.WantTextInput) {
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if (c > 0 && c < 0x10000) {
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io.AddInputCharacter(c);
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}
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return true;
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}
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return false;
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}
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