d2f870c911
A variety of modifier key handling issues are addressed in this CL: - Added a skui::Key for the Super key (this is ImGui's name for command) - Added OS X event handling for `flagsChanged` (sent when modifier keys are pressed) - OS X manually tracks modifier key state and sends key-up and key-down events to the ImGuiLayer as necessary - OS X does not send key-up events when hotkeys are pressed, so these are manually synthesized and sent to ImGui (otherwise hotkeys are repeated forever) - Replaced hardcoded Virtual Key valus in OS X code with named constants - Our custom bitmask type was lacking the ability to XOR This CL does NOT enable the OS X clipboard; this uses the ImGui internal clipboard. Change-Id: I76b55215858bfb6441dbef18ad638426fa8bc073 Bug: skia:10338 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/300182 Commit-Queue: Jim Van Verth <jvanverth@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
204 lines
7.7 KiB
C++
204 lines
7.7 KiB
C++
/*
|
|
* 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 "tools/viewer/ImGuiLayer.h"
|
|
|
|
#include "include/core/SkCanvas.h"
|
|
#include "include/core/SkImage.h"
|
|
#include "include/core/SkPixmap.h"
|
|
#include "include/core/SkSurface.h"
|
|
#include "include/core/SkSwizzle.h"
|
|
#include "include/core/SkTime.h"
|
|
#include "include/core/SkVertices.h"
|
|
|
|
#include "imgui.h"
|
|
|
|
#include <stdlib.h>
|
|
#include <map>
|
|
|
|
using namespace sk_app;
|
|
|
|
ImGuiLayer::ImGuiLayer() {
|
|
// ImGui initialization:
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Keymap...
|
|
io.KeyMap[ImGuiKey_Tab] = (int)skui::Key::kTab;
|
|
io.KeyMap[ImGuiKey_LeftArrow] = (int)skui::Key::kLeft;
|
|
io.KeyMap[ImGuiKey_RightArrow] = (int)skui::Key::kRight;
|
|
io.KeyMap[ImGuiKey_UpArrow] = (int)skui::Key::kUp;
|
|
io.KeyMap[ImGuiKey_DownArrow] = (int)skui::Key::kDown;
|
|
io.KeyMap[ImGuiKey_PageUp] = (int)skui::Key::kPageUp;
|
|
io.KeyMap[ImGuiKey_PageDown] = (int)skui::Key::kPageDown;
|
|
io.KeyMap[ImGuiKey_Home] = (int)skui::Key::kHome;
|
|
io.KeyMap[ImGuiKey_End] = (int)skui::Key::kEnd;
|
|
io.KeyMap[ImGuiKey_Delete] = (int)skui::Key::kDelete;
|
|
io.KeyMap[ImGuiKey_Backspace] = (int)skui::Key::kBack;
|
|
io.KeyMap[ImGuiKey_Enter] = (int)skui::Key::kOK;
|
|
io.KeyMap[ImGuiKey_Escape] = (int)skui::Key::kEscape;
|
|
io.KeyMap[ImGuiKey_A] = (int)skui::Key::kA;
|
|
io.KeyMap[ImGuiKey_C] = (int)skui::Key::kC;
|
|
io.KeyMap[ImGuiKey_V] = (int)skui::Key::kV;
|
|
io.KeyMap[ImGuiKey_X] = (int)skui::Key::kX;
|
|
io.KeyMap[ImGuiKey_Y] = (int)skui::Key::kY;
|
|
io.KeyMap[ImGuiKey_Z] = (int)skui::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::Scale(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, skui::InputState state, skui::ModifierKey modifiers) {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.MousePos.x = static_cast<float>(x);
|
|
io.MousePos.y = static_cast<float>(y);
|
|
if (skui::InputState::kDown == state) {
|
|
io.MouseDown[0] = true;
|
|
} else if (skui::InputState::kUp == state) {
|
|
io.MouseDown[0] = false;
|
|
}
|
|
return io.WantCaptureMouse;
|
|
}
|
|
|
|
bool ImGuiLayer::onMouseWheel(float delta, skui::ModifierKey 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<float>(currentTime - previousTime);
|
|
previousTime = currentTime;
|
|
|
|
io.DisplaySize.x = static_cast<float>(fWindow->width());
|
|
io.DisplaySize.y = static_cast<float>(fWindow->height());
|
|
|
|
io.KeyAlt = io.KeysDown[static_cast<int>(skui::Key::kOption)];
|
|
io.KeyCtrl = io.KeysDown[static_cast<int>(skui::Key::kCtrl)];
|
|
io.KeyShift = io.KeysDown[static_cast<int>(skui::Key::kShift)];
|
|
io.KeySuper = io.KeysDown[static_cast<int>(skui::Key::kSuper)];
|
|
|
|
ImGui::NewFrame();
|
|
}
|
|
|
|
void ImGuiLayer::onPaint(SkSurface* surface) {
|
|
// 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<SkPoint> pos;
|
|
SkTDArray<SkPoint> uv;
|
|
SkTDArray<SkColor> color;
|
|
|
|
auto canvas = surface->getCanvas();
|
|
|
|
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<SkPaint*>(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(skui::Key key, skui::InputState state, skui::ModifierKey modifiers) {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.KeysDown[static_cast<int>(key)] = (skui::InputState::kDown == state);
|
|
return io.WantCaptureKeyboard;
|
|
}
|
|
|
|
bool ImGuiLayer::onChar(SkUnichar c, skui::ModifierKey modifiers) {
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.WantTextInput) {
|
|
if (c > 0 && c < 0x10000) {
|
|
io.AddInputCharacter(c);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|