345 lines
14 KiB
C++
345 lines
14 KiB
C++
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [?] Platform: Clipboard support
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// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [?] Platform: Keyboard arrays indexed using
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// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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#include "imgui.h"
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#include "imgui_impl_x11.h"
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#include <X11/X.h>
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#include <X11/Xlib.h>
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#include <X11/keysym.h>
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#include <GL/glew.h>
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#include <ctime>
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-08-31: Initial X11 implementation
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// X11 Data
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static Display* g_Display = nullptr;
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static uint64_t g_Time = 0;
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static uint64_t g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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bool GetKeyState(int keysym, char keys[32])
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{
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int keycode = XKeysymToKeycode(g_Display, keysym);
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return keys[keycode/8] & (1<<keycode%8);
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}
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bool IsKeySys(int key)
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{
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switch(key)
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{
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case XK_Shift_L : case XK_Shift_R :
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case XK_Control_L: case XK_Control_R :
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case XK_Alt_L : case XK_Alt_R :
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case XK_Super_L : case XK_Super_R :
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case XK_Caps_Lock: case XK_Shift_Lock:
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case XK_BackSpace: case XK_Delete :
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case XK_Left : case XK_Right :
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case XK_Up : case XK_Down :
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case XK_Prior : case XK_Next :
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case XK_Home : case XK_End :
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case XK_Insert : case XK_Return :
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return true;
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}
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return false;
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}
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// Functions
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bool ImGui_ImplX11_Init(void *display)
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{
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timespec ts, tsres;
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clock_getres(CLOCK_MONOTONIC_RAW, &tsres);
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clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
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g_TicksPerSecond = 1000000000.0f / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
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g_Time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
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//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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// return false;
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//if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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// return false;
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// Setup back-end capabilities flags
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g_Display = reinterpret_cast<Display*>(display);
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_x11";
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io.ImeWindowHandle = nullptr;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = XKeysymToKeycode(g_Display, XK_Tab);
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io.KeyMap[ImGuiKey_LeftArrow] = XKeysymToKeycode(g_Display, XK_Left);
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io.KeyMap[ImGuiKey_RightArrow] = XKeysymToKeycode(g_Display, XK_Right);
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io.KeyMap[ImGuiKey_UpArrow] = XKeysymToKeycode(g_Display, XK_Up);
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io.KeyMap[ImGuiKey_DownArrow] = XKeysymToKeycode(g_Display, XK_Down);
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io.KeyMap[ImGuiKey_PageUp] = XKeysymToKeycode(g_Display, XK_Prior);
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io.KeyMap[ImGuiKey_PageDown] = XKeysymToKeycode(g_Display, XK_Next);
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io.KeyMap[ImGuiKey_Home] = XKeysymToKeycode(g_Display, XK_Home);
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io.KeyMap[ImGuiKey_End] = XKeysymToKeycode(g_Display, XK_End);
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io.KeyMap[ImGuiKey_Insert] = XKeysymToKeycode(g_Display, XK_Insert);
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io.KeyMap[ImGuiKey_Delete] = XKeysymToKeycode(g_Display, XK_Delete);
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io.KeyMap[ImGuiKey_Backspace] = XKeysymToKeycode(g_Display, XK_BackSpace);
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io.KeyMap[ImGuiKey_Space] = XKeysymToKeycode(g_Display, XK_space);
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io.KeyMap[ImGuiKey_Enter] = XKeysymToKeycode(g_Display, XK_Return);
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io.KeyMap[ImGuiKey_Escape] = XKeysymToKeycode(g_Display, XK_Escape);
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io.KeyMap[ImGuiKey_A] = XKeysymToKeycode(g_Display, XK_A);
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io.KeyMap[ImGuiKey_C] = XKeysymToKeycode(g_Display, XK_C);
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io.KeyMap[ImGuiKey_V] = XKeysymToKeycode(g_Display, XK_V);
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io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X);
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io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y);
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io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z);
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return true;
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}
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void ImGui_ImplX11_Shutdown()
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{
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g_Display = nullptr;
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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{
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/*
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(NULL);
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}
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else
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{
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// Show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
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}
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::SetCursor(::LoadCursor(NULL, win32_cursor));
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}
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*/
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return true;
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}
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static void ImGui_ImplWin32_UpdateMousePos(Window window)
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{
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ImGuiIO& io = ImGui::GetIO();
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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//if (io.WantSetMousePos)
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//{
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// POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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// ::ClientToScreen(g_hWnd, &pos);
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// ::SetCursorPos(pos.x, pos.y);
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//}
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// Set mouse position
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Window unused_window;
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int rx, ry, x, y;
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unsigned int mask;
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XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
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io.MousePos.x = x;
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io.MousePos.y = y;
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}
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/* TODO: support linux gamepad ?
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#ifdef _MSC_VER
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#pragma comment(lib, "xinput")
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#endif
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (g_WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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g_WantUpdateHasGamepad = false;
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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}
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*/
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void ImGui_ImplX11_NewFrame(void* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Setup display size (every frame to accommodate for window resizing)
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Window rootWnd = DefaultRootWindow(g_Display);
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// Todo: use X11 to get this value
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unsigned int width, height;
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Window unused_window;
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int unused_int;
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unsigned int unused_unsigned_int;
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XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
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io.DisplaySize.x = width;
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io.DisplaySize.y = height;
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timespec ts, tsres;
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clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
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uint64_t current_time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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char keys[32];
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XQueryKeymap(g_Display, keys);
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io.KeyCtrl = GetKeyState(XK_Control_L, keys);
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io.KeyShift = GetKeyState(XK_Shift_L, keys);
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io.KeyAlt = GetKeyState(XK_Alt_L, keys);
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos((Window)window);
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/*
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor)
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{
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplX11_UpdateMouseCursor();
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}
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*/
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// Update game controllers (if enabled and available)
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//ImGui_ImplX11_UpdateGamepads();
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}
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// Process X11 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
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{
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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switch (event.type)
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{
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case ButtonPress:
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case ButtonRelease:
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switch(event.xbutton.button)
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{
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case Button1:
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io.MouseDown[0] = event.type == ButtonPress;
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break;
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case Button2:
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io.MouseDown[2] = event.type == ButtonPress;
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break;
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case Button3:
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io.MouseDown[1] = event.type == ButtonPress;
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break;
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case Button4: // Mouse wheel up
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if( event.type == ButtonPress )
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io.MouseWheel += 1;
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return 0;
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case Button5: // Mouse wheel down
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if( event.type == ButtonPress )
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io.MouseWheel -= 1;
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return 0;
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}
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break;
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case KeyPress:
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{
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int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
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if( IsKeySys(key) )
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io.KeysDown[event.xkey.keycode] = true;
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else
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io.AddInputCharacter(key);
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return 0;
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}
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case KeyRelease:
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{
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int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
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if( IsKeySys(key) )
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io.KeysDown[event.xkey.keycode] = false;
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return 0;
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}
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}
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/*
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case WM_DEVICECHANGE:
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if ((UINT)wParam == DBT_DEVNODES_CHANGED)
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g_WantUpdateHasGamepad = true;
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return 0;
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}
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*/
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return 0;
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}
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