2021-02-06 16:55:08 +00:00
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#include "StdAfx.h"
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#include "frontends/sdl/imgui/sdlimguiframe.h"
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#include "frontends/sdl/imgui/image.h"
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#include "frontends/sdl/utils.h"
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#include "Interface.h"
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#include "Core.h"
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#include <iostream>
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SDLImGuiFrame::SDLImGuiFrame()
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{
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Video & video = GetVideo();
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myBorderlessWidth = video.GetFrameBufferBorderlessWidth();
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myBorderlessHeight = video.GetFrameBufferBorderlessHeight();
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, SDL_CONTEXT_MAJOR); // from local gles.h
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags windowFlags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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myWindow.reset(SDL_CreateWindow(g_pAppTitle.c_str(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, myBorderlessWidth, myBorderlessHeight, windowFlags), SDL_DestroyWindow);
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if (!myWindow)
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{
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throw std::runtime_error(SDL_GetError());
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}
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myGLContext = SDL_GL_CreateContext(myWindow.get());
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if (!myGLContext)
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{
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throw std::runtime_error(SDL_GetError());
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}
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SDL_GL_MakeCurrent(myWindow.get(), myGLContext);
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// Setup Platform/Renderer backends
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2021-02-06 17:09:06 +00:00
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std::cerr << "IMGUI_VERSION: " << IMGUI_VERSION << std::endl;
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2021-02-06 16:55:08 +00:00
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std::cerr << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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std::cerr << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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std::cerr << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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std::cerr << "GL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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// const char* runtime_gl_extensions = (const char*)glGetString(GL_EXTENSIONS);
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// std::cerr << "GL_EXTENSIONS: " << runtime_gl_extensions << std::endl;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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ImGui::StyleColorsDark();
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ImGui_ImplSDL2_InitForOpenGL(myWindow.get(), myGLContext);
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ImGui_ImplOpenGL3_Init();
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glGenTextures(1, &myTexture);
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const int width = video.GetFrameBufferWidth();
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const size_t borderWidth = video.GetFrameBufferBorderWidth();
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const size_t borderHeight = video.GetFrameBufferBorderHeight();
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myPitch = width;
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myOffset = (width * borderHeight + borderWidth) * sizeof(bgra_t);
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}
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SDLImGuiFrame::~SDLImGuiFrame()
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{
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glDeleteTextures(1, &myTexture);
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(myGLContext);
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}
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void SDLImGuiFrame::UpdateTexture()
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{
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LoadTextureFromData(myTexture, myFramebuffer.data() + myOffset, myBorderlessWidth, myBorderlessHeight, myPitch);
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}
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void SDLImGuiFrame::RenderPresent()
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(myWindow.get());
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ImGui::NewFrame();
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// need to flip the texture vertically
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const ImVec2 uv0(0, 1);
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const ImVec2 uv1(1, 0);
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const ImVec2 zero(0, 0);
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// draw on the background
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2021-02-06 16:55:41 +00:00
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ImGui::GetBackgroundDrawList()->AddImage(myTexture, zero, ImGui::GetIO().DisplaySize, uv0, uv1);
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2021-02-06 16:55:08 +00:00
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(myWindow.get());
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}
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