package platform import ( "unsafe" "github.com/FooSoft/imgui-go" "github.com/go-gl/gl/v2.1/gl" "github.com/veandco/go-sdl2/sdl" ) type imguiSdl2Gl2 struct { renderer *rendererGl2 platform *platformSdl2 } func newImguiSdl2Gl2(window *sdl.Window) *imguiSdl2Gl2 { return &imguiSdl2Gl2{ renderer: newRendererGl2(window), platform: newPlatformSdl2(window), } } func (impl *imguiSdl2Gl2) NewFrame() { impl.platform.newFrame() impl.renderer.newFrame() } func (impl *imguiSdl2Gl2) Render(drawData imgui.DrawData) { impl.renderer.render(drawData) } func (impl *imguiSdl2Gl2) ProcessEvent(event sdl.Event) bool { return impl.platform.processEvent(event) } func (impl *imguiSdl2Gl2) Shutdown() { impl.renderer.shutdown() } type platformSdl2 struct { window *sdl.Window time uint64 buttonsDown [3]bool } func newPlatformSdl2(window *sdl.Window) *platformSdl2 { 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) } return &platformSdl2{window: window} } func (plat *platformSdl2) newFrame() { io := imgui.CurrentIO() // Setup display size (every frame to accommodate for window resizing) windowWidth, windowHeight := plat.window.GetSize() io.SetDisplaySize(imgui.Vec2{X: float32(windowWidth), Y: float32(windowHeight)}) // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) frequency := sdl.GetPerformanceFrequency() currentTime := sdl.GetPerformanceCounter() if plat.time > 0 { io.SetDeltaTime(float32(currentTime-plat.time) / float32(frequency)) } else { io.SetDeltaTime(1.0 / 60.0) } plat.time = currentTime // 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, plat.buttonsDown[i] || (state&sdl.Button(button)) != 0) plat.buttonsDown[i] = false } io.SetMousePosition(imgui.Vec2{X: float32(x), Y: float32(y)}) } // 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 (plat *platformSdl2) processEvent(event sdl.Event) bool { 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 case sdl.MOUSEBUTTONDOWN: buttonEvent := event.(*sdl.MouseButtonEvent) switch buttonEvent.Button { case sdl.BUTTON_LEFT: plat.buttonsDown[0] = true break case sdl.BUTTON_RIGHT: plat.buttonsDown[1] = true break case sdl.BUTTON_MIDDLE: plat.buttonsDown[2] = true break } return true case sdl.TEXTINPUT: inputEvent := event.(*sdl.TextInputEvent) io.AddInputCharacters(string(inputEvent.Text[:])) return true 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 } return false } type rendererGl2 struct { window *sdl.Window context *sdl.GLContext fontTexture uint32 } func newRendererGl2(window *sdl.Window) *rendererGl2 { return &rendererGl2{window: window} } func (rend *rendererGl2) newFrame() { if rend.fontTexture == 0 { rend.createFontsTexture() } imgui.NewFrame() } // OpenGL2 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. func (rend *rendererGl2) render(drawData imgui.DrawData) { displayWidth, displayHeight := rend.window.GetSize() fbWidth, fbHeight := rend.window.GLGetDrawableSize() drawData.ScaleClipRects(imgui.Vec2{X: float32(fbWidth) / float32(displayWidth), Y: float32(fbHeight) / float32(displayHeight)}) // We are using the OpenGL fixed pipeline to make the example code simpler to read! // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. 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(fbWidth), int32(fbHeight)) gl.MatrixMode(gl.PROJECTION) gl.PushMatrix() gl.LoadIdentity() gl.Ortho(0, float64(displayWidth), float64(displayHeight), 0, -1, 1) 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(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y)) 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]) } func (rend *rendererGl2) shutdown() { rend.destroyFontsTexture() } func (rend *rendererGl2) createFontsTexture() { // 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) gl.GenTextures(1, &rend.fontTexture) gl.BindTexture(gl.TEXTURE_2D, rend.fontTexture) 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(rend.fontTexture)) // Restore state gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture)) } func (rend *rendererGl2) destroyFontsTexture() { if rend.fontTexture != 0 { gl.DeleteTextures(1, &rend.fontTexture) imgui.CurrentIO().Fonts().SetTextureID(0) rend.fontTexture = 0 } }