| #include "ImGuiRenderer.h" |
| #include <QDateTime> |
| #include <QGuiApplication> |
| #include <QMouseEvent> |
| #include <QClipboard> |
| #include <QCursor> |
| #include <QDebug> |
| |
| namespace QtImGui { |
| |
| namespace { |
| |
| QHash<int, ImGuiKey> keyMap = { |
| { Qt::Key_Tab, ImGuiKey_Tab }, |
| { Qt::Key_Left, ImGuiKey_LeftArrow }, |
| { Qt::Key_Right, ImGuiKey_RightArrow }, |
| { Qt::Key_Up, ImGuiKey_UpArrow }, |
| { Qt::Key_Down, ImGuiKey_DownArrow }, |
| { Qt::Key_PageUp, ImGuiKey_PageUp }, |
| { Qt::Key_PageDown, ImGuiKey_PageDown }, |
| { Qt::Key_Home, ImGuiKey_Home }, |
| { Qt::Key_End, ImGuiKey_End }, |
| { Qt::Key_Delete, ImGuiKey_Delete }, |
| { Qt::Key_Backspace, ImGuiKey_Backspace }, |
| { Qt::Key_Enter, ImGuiKey_Enter }, |
| { Qt::Key_Escape, ImGuiKey_Escape }, |
| { Qt::Key_A, ImGuiKey_A }, |
| { Qt::Key_C, ImGuiKey_C }, |
| { Qt::Key_V, ImGuiKey_V }, |
| { Qt::Key_X, ImGuiKey_X }, |
| { Qt::Key_Y, ImGuiKey_Y }, |
| { Qt::Key_Z, ImGuiKey_Z }, |
| }; |
| |
| QByteArray g_currentClipboardText; |
| |
| } |
| |
| void ImGuiRenderer::initialize(WindowWrapper *window) { |
| m_window.reset(window); |
| initializeOpenGLFunctions(); |
| g_fun = new QOpenGLFunctions_3_2_Core(); |
| g_fun->initializeOpenGLFunctions(); |
| |
| ImGui::CreateContext(); |
| |
| ImGuiIO &io = ImGui::GetIO(); |
| for (ImGuiKey key : keyMap.values()) { |
| io.KeyMap[key] = key; |
| } |
| |
| io.RenderDrawListsFn = [](ImDrawData *drawData) { |
| instance()->renderDrawList(drawData); |
| }; |
| io.SetClipboardTextFn = [](void *user_data, const char *text) { |
| Q_UNUSED(user_data); |
| QGuiApplication::clipboard()->setText(text); |
| }; |
| io.GetClipboardTextFn = [](void *user_data) { |
| Q_UNUSED(user_data); |
| g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8(); |
| return (const char *)g_currentClipboardText.data(); |
| }; |
| io.IniFilename = nullptr; |
| |
| window->installEventFilter(this); |
| } |
| |
| void ImGuiRenderer::renderDrawList(ImDrawData *draw_data) |
| { |
| // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
| ImGuiIO& io = ImGui::GetIO(); |
| int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); |
| int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); |
| if (fb_width == 0 || fb_height == 0) |
| return; |
| draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
| |
| // Backup GL state |
| GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); |
| glActiveTexture(GL_TEXTURE0); |
| GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
| GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| 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); |
| GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
| GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); |
| GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); |
| GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); |
| GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); |
| GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); |
| GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); |
| GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
| GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); |
| GLboolean last_enable_blend = glIsEnabled(GL_BLEND); |
| GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); |
| GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); |
| GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); |
| |
| // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled |
| glEnable(GL_BLEND); |
| glBlendEquation(GL_FUNC_ADD); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_DEPTH_TEST); |
| glEnable(GL_SCISSOR_TEST); |
| |
| // Setup viewport, orthographic projection matrix |
| glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
| const float ortho_projection[4][4] = |
| { |
| { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, |
| { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, |
| { 0.0f, 0.0f, -1.0f, 0.0f }, |
| {-1.0f, 1.0f, 0.0f, 1.0f }, |
| }; |
| glUseProgram(g_ShaderHandle); |
| glUniform1i(g_AttribLocationTex, 0); |
| glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); |
| g_fun->glBindVertexArray(g_VaoHandle); |
| |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| const ImDrawIdx* idx_buffer_offset = 0; |
| |
| glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
| glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); |
| |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); |
| |
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
| { |
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| if (pcmd->UserCallback) |
| { |
| pcmd->UserCallback(cmd_list, pcmd); |
| } |
| else |
| { |
| glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
| glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); |
| glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); |
| } |
| idx_buffer_offset += pcmd->ElemCount; |
| } |
| } |
| |
| // Restore modified GL state |
| glUseProgram(last_program); |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| glActiveTexture(last_active_texture); |
| g_fun->glBindVertexArray(last_vertex_array); |
| glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); |
| glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); |
| glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); |
| if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); |
| if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); |
| if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); |
| if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); |
| 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]); |
| } |
| |
| bool ImGuiRenderer::createFontsTexture() |
| { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| unsigned char* pixels; |
| int width, height; |
| io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. |
| |
| // Upload texture to graphics system |
| GLint last_texture; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| glGenTextures(1, &g_FontTexture); |
| glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| |
| // Store our identifier |
| io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; |
| |
| // Restore state |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| |
| return true; |
| } |
| |
| bool ImGuiRenderer::createDeviceObjects() |
| { |
| // Backup GL state |
| GLint last_texture, last_array_buffer, last_vertex_array; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
| glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
| |
| const GLchar *vertex_shader = |
| "#version 330\n" |
| "uniform mat4 ProjMtx;\n" |
| "in vec2 Position;\n" |
| "in vec2 UV;\n" |
| "in vec4 Color;\n" |
| "out vec2 Frag_UV;\n" |
| "out vec4 Frag_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Frag_UV = UV;\n" |
| " Frag_Color = Color;\n" |
| " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
| "}\n"; |
| |
| const GLchar* fragment_shader = |
| "#version 330\n" |
| "uniform sampler2D Texture;\n" |
| "in vec2 Frag_UV;\n" |
| "in vec4 Frag_Color;\n" |
| "out vec4 Out_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" |
| "}\n"; |
| |
| g_ShaderHandle = glCreateProgram(); |
| g_VertHandle = glCreateShader(GL_VERTEX_SHADER); |
| g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); |
| glShaderSource(g_VertHandle, 1, &vertex_shader, 0); |
| glShaderSource(g_FragHandle, 1, &fragment_shader, 0); |
| glCompileShader(g_VertHandle); |
| glCompileShader(g_FragHandle); |
| glAttachShader(g_ShaderHandle, g_VertHandle); |
| glAttachShader(g_ShaderHandle, g_FragHandle); |
| glLinkProgram(g_ShaderHandle); |
| |
| g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); |
| g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); |
| g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); |
| g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); |
| g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); |
| |
| glGenBuffers(1, &g_VboHandle); |
| glGenBuffers(1, &g_ElementsHandle); |
| |
| g_fun->glGenVertexArrays(1, &g_VaoHandle); |
| g_fun->glBindVertexArray(g_VaoHandle); |
| glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
| glEnableVertexAttribArray(g_AttribLocationPosition); |
| glEnableVertexAttribArray(g_AttribLocationUV); |
| glEnableVertexAttribArray(g_AttribLocationColor); |
| |
| #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) |
| glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); |
| glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); |
| glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); |
| #undef OFFSETOF |
| |
| createFontsTexture(); |
| |
| // Restore modified GL state |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
| g_fun->glBindVertexArray(last_vertex_array); |
| |
| return true; |
| } |
| |
| void ImGuiRenderer::newFrame() |
| { |
| if (!g_FontTexture) |
| createDeviceObjects(); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| io.DisplaySize = ImVec2(m_window->size().width(), m_window->size().height()); |
| io.DisplayFramebufferScale = ImVec2(m_window->devicePixelRatio(), m_window->devicePixelRatio()); |
| |
| // Setup time step |
| double current_time = QDateTime::currentMSecsSinceEpoch() / double(1000); |
| io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); |
| g_Time = current_time; |
| |
| // Setup inputs |
| // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) |
| if (m_window->isActive()) |
| { |
| auto pos = m_window->mapFromGlobal(QCursor::pos()); |
| io.MousePos = ImVec2(pos.x(), pos.y()); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) |
| } |
| else |
| { |
| io.MousePos = ImVec2(-1,-1); |
| } |
| |
| for (int i = 0; i < 3; i++) |
| { |
| io.MouseDown[i] = g_MousePressed[i]; |
| } |
| |
| io.MouseWheelH = g_MouseWheelH; |
| io.MouseWheel = g_MouseWheel; |
| g_MouseWheelH = 0; |
| g_MouseWheel = 0; |
| |
| // Hide OS mouse cursor if ImGui is drawing it |
| // glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |
| |
| void ImGuiRenderer::onMousePressedChange(QMouseEvent *event) |
| { |
| g_MousePressed[0] = event->buttons() & Qt::LeftButton; |
| g_MousePressed[1] = event->buttons() & Qt::RightButton; |
| g_MousePressed[2] = event->buttons() & Qt::MiddleButton; |
| } |
| |
| void ImGuiRenderer::onWheel(QWheelEvent *event) |
| { |
| // 5 lines per unit |
| g_MouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight()); |
| g_MouseWheel += event->pixelDelta().y() / (5.0 * ImGui::GetTextLineHeight()); |
| } |
| |
| void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (keyMap.contains(event->key())) { |
| io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress; |
| } |
| |
| if (event->type() == QEvent::KeyPress) { |
| QString text = event->text(); |
| if (text.size() == 1) { |
| io.AddInputCharacter(text.at(0).unicode()); |
| } |
| } |
| |
| #ifdef Q_OS_MAC |
| io.KeyCtrl = event->modifiers() & Qt::MetaModifier; |
| io.KeyShift = event->modifiers() & Qt::ShiftModifier; |
| io.KeyAlt = event->modifiers() & Qt::AltModifier; |
| io.KeySuper = event->modifiers() & Qt::ControlModifier; // Comamnd key |
| #else |
| io.KeyCtrl = event->modifiers() & Qt::ControlModifier; |
| io.KeyShift = event->modifiers() & Qt::ShiftModifier; |
| io.KeyAlt = event->modifiers() & Qt::AltModifier; |
| io.KeySuper = event->modifiers() & Qt::MetaModifier; |
| #endif |
| } |
| |
| bool ImGuiRenderer::eventFilter(QObject *watched, QEvent *event) |
| { |
| switch (event->type()) { |
| case QEvent::MouseButtonPress: |
| case QEvent::MouseButtonRelease: |
| this->onMousePressedChange(static_cast<QMouseEvent *>(event)); |
| break; |
| case QEvent::Wheel: |
| this->onWheel(static_cast<QWheelEvent *>(event)); |
| break; |
| case QEvent::KeyPress: |
| case QEvent::KeyRelease: |
| this->onKeyPressRelease(static_cast<QKeyEvent *>(event)); |
| break; |
| default: |
| break; |
| } |
| return QObject::eventFilter(watched, event); |
| } |
| |
| ImGuiRenderer* ImGuiRenderer::instance() { |
| static ImGuiRenderer* instance = nullptr; |
| if (!instance) { |
| instance = new ImGuiRenderer(); |
| } |
| return instance; |
| } |
| |
| } |