nextpnr/3rdparty/qtimgui/ImGuiRenderer.cpp

385 lines
15 KiB
C++

#include "ImGuiRenderer.h"
#include <QDateTime>
#include <QGuiApplication>
#include <QMouseEvent>
#include <QClipboard>
#include <QCursor>
#include <QDebug>
namespace QtImGui {
namespace {
QHash<int, ImGuiKey> keyMap = {
{ Qt::Key_Tab, ImGuiKey_Tab },
{ Qt::Key_Left, ImGuiKey_LeftArrow },
{ Qt::Key_Right, ImGuiKey_RightArrow },
{ Qt::Key_Up, ImGuiKey_UpArrow },
{ Qt::Key_Down, ImGuiKey_DownArrow },
{ Qt::Key_PageUp, ImGuiKey_PageUp },
{ Qt::Key_PageDown, ImGuiKey_PageDown },
{ Qt::Key_Home, ImGuiKey_Home },
{ Qt::Key_End, ImGuiKey_End },
{ Qt::Key_Delete, ImGuiKey_Delete },
{ Qt::Key_Backspace, ImGuiKey_Backspace },
{ Qt::Key_Enter, ImGuiKey_Enter },
{ Qt::Key_Escape, ImGuiKey_Escape },
{ Qt::Key_A, ImGuiKey_A },
{ Qt::Key_C, ImGuiKey_C },
{ Qt::Key_V, ImGuiKey_V },
{ Qt::Key_X, ImGuiKey_X },
{ Qt::Key_Y, ImGuiKey_Y },
{ Qt::Key_Z, ImGuiKey_Z },
};
QByteArray g_currentClipboardText;
}
void ImGuiRenderer::initialize(WindowWrapper *window) {
m_window.reset(window);
initializeOpenGLFunctions();
g_fun = new QOpenGLFunctions_3_3_Core();
g_fun->initializeOpenGLFunctions();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
for (ImGuiKey key : keyMap.values()) {
io.KeyMap[key] = key;
}
io.RenderDrawListsFn = [](ImDrawData *drawData) {
instance()->renderDrawList(drawData);
};
io.SetClipboardTextFn = [](void *user_data, const char *text) {
Q_UNUSED(user_data);
QGuiApplication::clipboard()->setText(text);
};
io.GetClipboardTextFn = [](void *user_data) {
Q_UNUSED(user_data);
g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8();
return (const char *)g_currentClipboardText.data();
};
io.IniFilename = nullptr;
window->installEventFilter(this);
}
void ImGuiRenderer::renderDrawList(ImDrawData *draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] =
{
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{-1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
g_fun->glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
idx_buffer_offset += pcmd->ElemCount;
}
}
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glActiveTexture(last_active_texture);
g_fun->glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
bool ImGuiRenderer::createFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
bool ImGuiRenderer::createDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
g_fun->glGenVertexArrays(1, &g_VaoHandle);
g_fun->glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
createFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
g_fun->glBindVertexArray(last_vertex_array);
return true;
}
void ImGuiRenderer::newFrame()
{
if (!g_FontTexture)
createDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
io.DisplaySize = ImVec2(m_window->size().width(), m_window->size().height());
io.DisplayFramebufferScale = ImVec2(m_window->devicePixelRatio(), m_window->devicePixelRatio());
// Setup time step
double current_time = QDateTime::currentMSecsSinceEpoch() / double(1000);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (m_window->isActive())
{
auto pos = m_window->mapFromGlobal(QCursor::pos());
io.MousePos = ImVec2(pos.x(), pos.y()); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
else
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i];
}
io.MouseWheelH = g_MouseWheelH;
io.MouseWheel = g_MouseWheel;
g_MouseWheelH = 0;
g_MouseWheel = 0;
// Hide OS mouse cursor if ImGui is drawing it
// glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}
void ImGuiRenderer::onMousePressedChange(QMouseEvent *event)
{
g_MousePressed[0] = event->buttons() & Qt::LeftButton;
g_MousePressed[1] = event->buttons() & Qt::RightButton;
g_MousePressed[2] = event->buttons() & Qt::MiddleButton;
}
void ImGuiRenderer::onWheel(QWheelEvent *event)
{
// 5 lines per unit
g_MouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight());
g_MouseWheel += event->pixelDelta().y() / (5.0 * ImGui::GetTextLineHeight());
}
void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event)
{
ImGuiIO& io = ImGui::GetIO();
if (keyMap.contains(event->key())) {
io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress;
}
if (event->type() == QEvent::KeyPress) {
QString text = event->text();
if (text.size() == 1) {
io.AddInputCharacter(text.at(0).unicode());
}
}
#ifdef Q_OS_MAC
io.KeyCtrl = event->modifiers() & Qt::MetaModifier;
io.KeyShift = event->modifiers() & Qt::ShiftModifier;
io.KeyAlt = event->modifiers() & Qt::AltModifier;
io.KeySuper = event->modifiers() & Qt::ControlModifier; // Comamnd key
#else
io.KeyCtrl = event->modifiers() & Qt::ControlModifier;
io.KeyShift = event->modifiers() & Qt::ShiftModifier;
io.KeyAlt = event->modifiers() & Qt::AltModifier;
io.KeySuper = event->modifiers() & Qt::MetaModifier;
#endif
}
bool ImGuiRenderer::eventFilter(QObject *watched, QEvent *event)
{
switch (event->type()) {
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
this->onMousePressedChange(static_cast<QMouseEvent *>(event));
break;
case QEvent::Wheel:
this->onWheel(static_cast<QWheelEvent *>(event));
break;
case QEvent::KeyPress:
case QEvent::KeyRelease:
this->onKeyPressRelease(static_cast<QKeyEvent *>(event));
break;
default:
break;
}
return QObject::eventFilter(watched, event);
}
ImGuiRenderer* ImGuiRenderer::instance() {
static ImGuiRenderer* instance = nullptr;
if (!instance) {
instance = new ImGuiRenderer();
}
return instance;
}
}