lazarus/platform/imgui/context.go

105 lines
2.9 KiB
Go

package imgui_backend
import (
imgui "github.com/FooSoft/imgui-go"
"github.com/FooSoft/lazarus/math"
"github.com/go-gl/gl/v2.1/gl"
"github.com/veandco/go-sdl2/sdl"
)
type Context struct {
buttonsDown [3]bool
lastTime uint64
fontTexture uint32
displaySize math.Vec2i
bufferSize math.Vec2i
}
func CreateContext(displaySize, bufferSize math.Vec2i) (*Context, error) {
singleton.refCount++
if singleton.refCount == 1 {
singleton.context = imgui.CreateContext(nil)
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)
}
}
c := &Context{displaySize: displaySize, bufferSize: bufferSize}
// Build texture atlas
io := imgui.CurrentIO()
image := io.Fonts().TextureDataRGBA32()
// Store state
var lastTexture int32
gl.GetIntegerv(gl.TEXTURE_BINDING_2D, &lastTexture)
// Create texture
gl.GenTextures(1, &c.fontTexture)
gl.BindTexture(gl.TEXTURE_2D, c.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)
// Restore state
gl.BindTexture(gl.TEXTURE_2D, uint32(lastTexture))
// Store texture identifier
io.Fonts().SetTextureID(imgui.TextureID(c.fontTexture))
return c, nil
}
func (c *Context) SetDisplaySize(displaySize math.Vec2i) {
c.displaySize = displaySize
}
func (c *Context) SetBufferSize(bufferSize math.Vec2i) {
c.bufferSize = bufferSize
}
func (c *Context) Destroy() error {
if c == nil || c.fontTexture == 0 {
return nil
}
gl.DeleteTextures(1, &c.fontTexture)
imgui.CurrentIO().Fonts().SetTextureID(0)
c.fontTexture = 0
singleton.refCount--
if singleton.refCount == 0 {
singleton.context.Destroy()
singleton.context = nil
}
return nil
}