/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "ImGuiLayer.h" #include "SkCanvas.h" #include "SkImage.h" #include "SkPixmap.h" #include "SkSwizzle.h" #include "SkTime.h" #include "SkVertices.h" #include "imgui.h" #include #include using namespace sk_app; ImGuiLayer::ImGuiLayer() { // ImGui initialization: ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // Keymap... io.KeyMap[ImGuiKey_Tab] = (int)Window::Key::kTab; io.KeyMap[ImGuiKey_LeftArrow] = (int)Window::Key::kLeft; io.KeyMap[ImGuiKey_RightArrow] = (int)Window::Key::kRight; io.KeyMap[ImGuiKey_UpArrow] = (int)Window::Key::kUp; io.KeyMap[ImGuiKey_DownArrow] = (int)Window::Key::kDown; io.KeyMap[ImGuiKey_PageUp] = (int)Window::Key::kPageUp; io.KeyMap[ImGuiKey_PageDown] = (int)Window::Key::kPageDown; io.KeyMap[ImGuiKey_Home] = (int)Window::Key::kHome; io.KeyMap[ImGuiKey_End] = (int)Window::Key::kEnd; io.KeyMap[ImGuiKey_Delete] = (int)Window::Key::kDelete; io.KeyMap[ImGuiKey_Backspace] = (int)Window::Key::kBack; io.KeyMap[ImGuiKey_Enter] = (int)Window::Key::kOK; io.KeyMap[ImGuiKey_Escape] = (int)Window::Key::kEscape; io.KeyMap[ImGuiKey_A] = (int)Window::Key::kA; io.KeyMap[ImGuiKey_C] = (int)Window::Key::kC; io.KeyMap[ImGuiKey_V] = (int)Window::Key::kV; io.KeyMap[ImGuiKey_X] = (int)Window::Key::kX; io.KeyMap[ImGuiKey_Y] = (int)Window::Key::kY; io.KeyMap[ImGuiKey_Z] = (int)Window::Key::kZ; int w, h; unsigned char* pixels; io.Fonts->GetTexDataAsAlpha8(&pixels, &w, &h); SkImageInfo info = SkImageInfo::MakeA8(w, h); SkPixmap pmap(info, pixels, info.minRowBytes()); SkMatrix localMatrix = SkMatrix::MakeScale(1.0f / w, 1.0f / h); auto fontImage = SkImage::MakeFromRaster(pmap, nullptr, nullptr); auto fontShader = fontImage->makeShader(&localMatrix); fFontPaint.setShader(fontShader); fFontPaint.setColor(SK_ColorWHITE); fFontPaint.setFilterQuality(kLow_SkFilterQuality); io.Fonts->TexID = &fFontPaint; } ImGuiLayer::~ImGuiLayer() { ImGui::DestroyContext(); } void ImGuiLayer::onAttach(Window* window) { fWindow = window; } bool ImGuiLayer::onMouse(int x, int y, Window::InputState state, uint32_t modifiers) { ImGuiIO& io = ImGui::GetIO(); io.MousePos.x = static_cast(x); io.MousePos.y = static_cast(y); if (Window::kDown_InputState == state) { io.MouseDown[0] = true; } else if (Window::kUp_InputState == state) { io.MouseDown[0] = false; } return io.WantCaptureMouse; } bool ImGuiLayer::onMouseWheel(float delta, uint32_t modifiers) { ImGuiIO& io = ImGui::GetIO(); io.MouseWheel += delta; return true; } void ImGuiLayer::skiaWidget(const ImVec2& size, SkiaWidgetFunc func) { intptr_t funcIndex = fSkiaWidgetFuncs.count(); fSkiaWidgetFuncs.push_back(func); ImGui::Image((ImTextureID)funcIndex, size); } void ImGuiLayer::onPrePaint() { // Update ImGui input ImGuiIO& io = ImGui::GetIO(); static double previousTime = 0.0; double currentTime = SkTime::GetSecs(); io.DeltaTime = static_cast(currentTime - previousTime); previousTime = currentTime; io.DisplaySize.x = static_cast(fWindow->width()); io.DisplaySize.y = static_cast(fWindow->height()); io.KeyAlt = io.KeysDown[static_cast(Window::Key::kOption)]; io.KeyCtrl = io.KeysDown[static_cast(Window::Key::kCtrl)]; io.KeyShift = io.KeysDown[static_cast(Window::Key::kShift)]; ImGui::NewFrame(); } void ImGuiLayer::onPaint(SkCanvas* canvas) { // This causes ImGui to rebuild vertex/index data based on all immediate-mode commands // (widgets, etc...) that have been issued ImGui::Render(); // Then we fetch the most recent data, and convert it so we can render with Skia const ImDrawData* drawData = ImGui::GetDrawData(); SkTDArray pos; SkTDArray uv; SkTDArray color; for (int i = 0; i < drawData->CmdListsCount; ++i) { const ImDrawList* drawList = drawData->CmdLists[i]; // De-interleave all vertex data (sigh), convert to Skia types pos.rewind(); uv.rewind(); color.rewind(); for (int j = 0; j < drawList->VtxBuffer.size(); ++j) { const ImDrawVert& vert = drawList->VtxBuffer[j]; pos.push_back(SkPoint::Make(vert.pos.x, vert.pos.y)); uv.push_back(SkPoint::Make(vert.uv.x, vert.uv.y)); color.push_back(vert.col); } // ImGui colors are RGBA SkSwapRB(color.begin(), color.begin(), color.count()); int indexOffset = 0; // Draw everything with canvas.drawVertices... for (int j = 0; j < drawList->CmdBuffer.size(); ++j) { const ImDrawCmd* drawCmd = &drawList->CmdBuffer[j]; SkAutoCanvasRestore acr(canvas, true); // TODO: Find min/max index for each draw, so we know how many vertices (sigh) if (drawCmd->UserCallback) { drawCmd->UserCallback(drawList, drawCmd); } else { intptr_t idIndex = (intptr_t)drawCmd->TextureId; if (idIndex < fSkiaWidgetFuncs.count()) { // Small image IDs are actually indices into a list of callbacks. We directly // examing the vertex data to deduce the image rectangle, then reconfigure the // canvas to be clipped and translated so that the callback code gets to use // Skia to render a widget in the middle of an ImGui panel. ImDrawIdx rectIndex = drawList->IdxBuffer[indexOffset]; SkPoint tl = pos[rectIndex], br = pos[rectIndex + 2]; canvas->clipRect(SkRect::MakeLTRB(tl.fX, tl.fY, br.fX, br.fY)); canvas->translate(tl.fX, tl.fY); fSkiaWidgetFuncs[idIndex](canvas); } else { SkPaint* paint = static_cast(drawCmd->TextureId); SkASSERT(paint); canvas->clipRect(SkRect::MakeLTRB(drawCmd->ClipRect.x, drawCmd->ClipRect.y, drawCmd->ClipRect.z, drawCmd->ClipRect.w)); auto vertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, drawList->VtxBuffer.size(), pos.begin(), uv.begin(), color.begin(), drawCmd->ElemCount, drawList->IdxBuffer.begin() + indexOffset); canvas->drawVertices(vertices, SkBlendMode::kModulate, *paint); } indexOffset += drawCmd->ElemCount; } } } fSkiaWidgetFuncs.reset(); } bool ImGuiLayer::onKey(sk_app::Window::Key key, sk_app::Window::InputState state, uint32_t modifiers) { ImGuiIO& io = ImGui::GetIO(); io.KeysDown[static_cast(key)] = (Window::kDown_InputState == state); return io.WantCaptureKeyboard; } bool ImGuiLayer::onChar(SkUnichar c, uint32_t modifiers) { ImGuiIO& io = ImGui::GetIO(); if (io.WantTextInput) { if (c > 0 && c < 0x10000) { io.AddInputCharacter(c); } return true; } return false; }