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