lazarus/platform/imgui_backend/imgui_backend.go

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package imgui_backend
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import (
"errors"
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"unsafe"
"github.com/FooSoft/imgui-go"
"github.com/FooSoft/lazarus/math"
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"github.com/go-gl/gl/v2.1/gl"
"github.com/veandco/go-sdl2/sdl"
)
var (
ErrAlreadyInit = errors.New("imgui backend is already initialized")
ErrWasNotInit = errors.New("imgui backend was not initialized")
)
var singleton struct {
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isInit bool
buttonsDown [3]bool
lastTime uint64
fontTexture uint32
context *imgui.Context
}
func Init() error {
if singleton.isInit {
return ErrAlreadyInit
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}
singleton.context = imgui.CreateContext(nil)
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keys := map[int]int{
imgui.KeyTab: sdl.SCANCODE_TAB,
imgui.KeyLeftArrow: sdl.SCANCODE_LEFT,
imgui.KeyRightArrow: sdl.SCANCODE_RIGHT,
imgui.KeyUpArrow: sdl.SCANCODE_UP,
imgui.KeyDownArrow: sdl.SCANCODE_DOWN,
imgui.KeyPageUp: sdl.SCANCODE_PAGEUP,
imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN,
imgui.KeyHome: sdl.SCANCODE_HOME,
imgui.KeyEnd: sdl.SCANCODE_END,
imgui.KeyInsert: sdl.SCANCODE_INSERT,
imgui.KeyDelete: sdl.SCANCODE_DELETE,
imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE,
imgui.KeySpace: sdl.SCANCODE_BACKSPACE,
imgui.KeyEnter: sdl.SCANCODE_RETURN,
imgui.KeyEscape: sdl.SCANCODE_ESCAPE,
imgui.KeyA: sdl.SCANCODE_A,
imgui.KeyC: sdl.SCANCODE_C,
imgui.KeyV: sdl.SCANCODE_V,
imgui.KeyX: sdl.SCANCODE_X,
imgui.KeyY: sdl.SCANCODE_Y,
imgui.KeyZ: sdl.SCANCODE_Z,
}
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io := imgui.CurrentIO()
for imguiKey, nativeKey := range keys {
io.KeyMap(imguiKey, nativeKey)
}
singleton.isInit = true
return nil
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}
func Shutdown() error {
if !singleton.isInit {
return ErrWasNotInit
}
singleton.isInit = false
destroyFontTexture(singleton.fontTexture)
singleton.fontTexture = 0
singleton.context.Destroy()
singleton.context = nil
return nil
}
func NewFrame(windowSize math.Vec2i) error {
if !singleton.isInit {
return ErrWasNotInit
}
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if singleton.fontTexture == 0 {
singleton.fontTexture = createFontTexture()
}
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// Setup display size (every frame to accommodate for window resizing)
io := imgui.CurrentIO()
io.SetDisplaySize(imgui.Vec2{X: float32(windowSize.X), Y: float32(windowSize.Y)})
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
frequency := sdl.GetPerformanceFrequency()
currentTime := sdl.GetPerformanceCounter()
if singleton.lastTime > 0 {
io.SetDeltaTime(float32(currentTime-singleton.lastTime) / float32(frequency))
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} else {
io.SetDeltaTime(1.0 / 60.0)
}
singleton.lastTime = currentTime
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
x, y, state := sdl.GetMouseState()
for i, button := range []uint32{sdl.BUTTON_LEFT, sdl.BUTTON_RIGHT, sdl.BUTTON_MIDDLE} {
io.SetMouseButtonDown(i, singleton.buttonsDown[i] || (state&sdl.Button(button)) != 0)
singleton.buttonsDown[i] = false
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}
io.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)})
imgui.NewFrame()
return nil
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}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
func ProcessEvent(event sdl.Event) (bool, error) {
if !singleton.isInit {
return false, ErrWasNotInit
}
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switch io := imgui.CurrentIO(); event.GetType() {
case sdl.MOUSEWHEEL:
wheelEvent := event.(*sdl.MouseWheelEvent)
var deltaX, deltaY float32
if wheelEvent.X > 0 {
deltaX++
} else if wheelEvent.X < 0 {
deltaX--
}
if wheelEvent.Y > 0 {
deltaY++
} else if wheelEvent.Y < 0 {
deltaY--
}
return true, nil
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case sdl.MOUSEBUTTONDOWN:
buttonEvent := event.(*sdl.MouseButtonEvent)
switch buttonEvent.Button {
case sdl.BUTTON_LEFT:
singleton.buttonsDown[0] = true
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break
case sdl.BUTTON_RIGHT:
singleton.buttonsDown[1] = true
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break
case sdl.BUTTON_MIDDLE:
singleton.buttonsDown[2] = true
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break
}
return true, nil
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case sdl.TEXTINPUT:
inputEvent := event.(*sdl.TextInputEvent)
io.AddInputCharacters(string(inputEvent.Text[:]))
return true, nil
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case sdl.KEYDOWN:
keyEvent := event.(*sdl.KeyboardEvent)
io.KeyPress(int(keyEvent.Keysym.Scancode))
modState := int(sdl.GetModState())
io.KeyShift(modState&sdl.KMOD_LSHIFT, modState&sdl.KMOD_RSHIFT)
io.KeyCtrl(modState&sdl.KMOD_LCTRL, modState&sdl.KMOD_RCTRL)
io.KeyAlt(modState&sdl.KMOD_LALT, modState&sdl.KMOD_RALT)
case sdl.KEYUP:
keyEvent := event.(*sdl.KeyboardEvent)
io.KeyRelease(int(keyEvent.Keysym.Scancode))
modState := int(sdl.GetModState())
io.KeyShift(modState&sdl.KMOD_LSHIFT, modState&sdl.KMOD_RSHIFT)
io.KeyCtrl(modState&sdl.KMOD_LCTRL, modState&sdl.KMOD_RCTRL)
io.KeyAlt(modState&sdl.KMOD_LALT, modState&sdl.KMOD_RALT)
return true, nil
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}
return false, nil
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}
// OpenGL2 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL singleton explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
func Render(windowSize, fbSize math.Vec2i, drawData imgui.DrawData) error {
if !singleton.isInit {
return ErrWasNotInit
}
drawData.ScaleClipRects(imgui.Vec2{
X: float32(fbSize.X) / float32(windowSize.X),
Y: float32(fbSize.Y) / float32(windowSize.Y),
})
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render singleton: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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var lastTexture int32
gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture)
var lastPolygonMode [2]int32
gl.GetIntegerv(gl.POLYGON_MODE, &lastPolygonMode[0])
var lastViewport [4]int32
gl.GetIntegerv(gl.VIEWPORT, &lastViewport[0])
var lastScissorBox [4]int32
gl.GetIntegerv(gl.SCISSOR_BOX, &lastScissorBox[0])
gl.PushAttrib(gl.ENABLE_BIT | gl.COLOR_BUFFER_BIT | gl.TRANSFORM_BIT)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
gl.Disable(gl.CULL_FACE)
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.LIGHTING)
gl.Disable(gl.COLOR_MATERIAL)
gl.Enable(gl.SCISSOR_TEST)
gl.EnableClientState(gl.VERTEX_ARRAY)
gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
gl.EnableClientState(gl.COLOR_ARRAY)
gl.Enable(gl.TEXTURE_2D)
gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL)
// You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// gl.UseProgram(0)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
gl.Viewport(0, 0, int32(fbSize.X), int32(fbSize.Y))
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gl.MatrixMode(gl.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
gl.Ortho(0, float64(windowSize.X), float64(windowSize.Y), 0, -1, 1)
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gl.MatrixMode(gl.MODELVIEW)
gl.PushMatrix()
gl.LoadIdentity()
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
indexSize := imgui.IndexBufferLayout()
drawType := gl.UNSIGNED_SHORT
if indexSize == 4 {
drawType = gl.UNSIGNED_INT
}
// Render command lists
for _, commandList := range drawData.CommandLists() {
vertexBuffer, _ := commandList.VertexBuffer()
indexBuffer, _ := commandList.IndexBuffer()
indexBufferOffset := uintptr(indexBuffer)
gl.VertexPointer(2, gl.FLOAT, int32(vertexSize), unsafe.Pointer(uintptr(vertexBuffer)+uintptr(vertexOffsetPos)))
gl.TexCoordPointer(2, gl.FLOAT, int32(vertexSize), unsafe.Pointer(uintptr(vertexBuffer)+uintptr(vertexOffsetUv)))
gl.ColorPointer(4, gl.UNSIGNED_BYTE, int32(vertexSize), unsafe.Pointer(uintptr(vertexBuffer)+uintptr(vertexOffsetCol)))
for _, command := range commandList.Commands() {
if command.HasUserCallback() {
command.CallUserCallback(commandList)
} else {
clipRect := command.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbSize.Y)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
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gl.BindTexture(gl.TEXTURE_2D, uint32(command.TextureID()))
gl.DrawElements(gl.TRIANGLES, int32(command.ElementCount()), uint32(drawType), unsafe.Pointer(indexBufferOffset))
}
indexBufferOffset += uintptr(command.ElementCount() * indexSize)
}
}
// Restore modified state
gl.DisableClientState(gl.COLOR_ARRAY)
gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
gl.DisableClientState(gl.VERTEX_ARRAY)
gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
gl.MatrixMode(gl.MODELVIEW)
gl.PopMatrix()
gl.MatrixMode(gl.PROJECTION)
gl.PopMatrix()
gl.PopAttrib()
gl.PolygonMode(gl.FRONT, uint32(lastPolygonMode[0]))
gl.PolygonMode(gl.BACK, uint32(lastPolygonMode[1]))
gl.Viewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3])
gl.Scissor(lastScissorBox[0], lastScissorBox[1], lastScissorBox[2], lastScissorBox[3])
return nil
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}
func createFontTexture() uint32 {
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// Build texture atlas
io := imgui.CurrentIO()
image := io.Fonts().TextureDataRGBA32()
// Upload texture to graphics system
var lastTexture int32
gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture)
var fontTexture uint32
gl.GenTextures(1, &fontTexture)
gl.BindTexture(gl.TEXTURE_2D, fontTexture)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, int32(image.Width), int32(image.Height), 0, gl.RGBA, gl.UNSIGNED_BYTE, image.Pixels)
// Store our identifier
io.Fonts().SetTextureID(imgui.TextureID(fontTexture))
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// Restore state
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gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
return fontTexture
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}
func destroyFontTexture(fontTexture uint32) {
if fontTexture != 0 {
gl.DeleteTextures(1, &fontTexture)
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imgui.CurrentIO().Fonts().SetTextureID(0)
}
}