| /* |
| * Copyright 2017 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "ImGuiLayer.h" |
| |
| #include "SkCanvas.h" |
| #include "SkImage.h" |
| #include "SkPixmap.h" |
| #include "SkSwizzle.h" |
| #include "SkVertices.h" |
| |
| #include "imgui.h" |
| |
| #include <stdlib.h> |
| #include <map> |
| |
| using namespace sk_app; |
| |
| ImGuiLayer::ImGuiLayer() { |
| // ImGui initialization: |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Keymap... |
| io.KeyMap[ImGuiKey_Tab] = (int)Window::Key::kTab; |
| io.KeyMap[ImGuiKey_LeftArrow] = (int)Window::Key::kLeft; |
| io.KeyMap[ImGuiKey_RightArrow] = (int)Window::Key::kRight; |
| io.KeyMap[ImGuiKey_UpArrow] = (int)Window::Key::kUp; |
| io.KeyMap[ImGuiKey_DownArrow] = (int)Window::Key::kDown; |
| io.KeyMap[ImGuiKey_PageUp] = (int)Window::Key::kPageUp; |
| io.KeyMap[ImGuiKey_PageDown] = (int)Window::Key::kPageDown; |
| io.KeyMap[ImGuiKey_Home] = (int)Window::Key::kHome; |
| io.KeyMap[ImGuiKey_End] = (int)Window::Key::kEnd; |
| io.KeyMap[ImGuiKey_Delete] = (int)Window::Key::kDelete; |
| io.KeyMap[ImGuiKey_Backspace] = (int)Window::Key::kBack; |
| io.KeyMap[ImGuiKey_Enter] = (int)Window::Key::kOK; |
| io.KeyMap[ImGuiKey_Escape] = (int)Window::Key::kEscape; |
| io.KeyMap[ImGuiKey_A] = (int)Window::Key::kA; |
| io.KeyMap[ImGuiKey_C] = (int)Window::Key::kC; |
| io.KeyMap[ImGuiKey_V] = (int)Window::Key::kV; |
| io.KeyMap[ImGuiKey_X] = (int)Window::Key::kX; |
| io.KeyMap[ImGuiKey_Y] = (int)Window::Key::kY; |
| io.KeyMap[ImGuiKey_Z] = (int)Window::Key::kZ; |
| |
| int w, h; |
| unsigned char* pixels; |
| io.Fonts->GetTexDataAsAlpha8(&pixels, &w, &h); |
| SkImageInfo info = SkImageInfo::MakeA8(w, h); |
| SkPixmap pmap(info, pixels, info.minRowBytes()); |
| SkMatrix localMatrix = SkMatrix::MakeScale(1.0f / w, 1.0f / h); |
| auto fontImage = SkImage::MakeFromRaster(pmap, nullptr, nullptr); |
| auto fontShader = fontImage->makeShader(&localMatrix); |
| fFontPaint.setShader(fontShader); |
| fFontPaint.setColor(SK_ColorWHITE); |
| fFontPaint.setFilterQuality(kLow_SkFilterQuality); |
| io.Fonts->TexID = &fFontPaint; |
| } |
| |
| void ImGuiLayer::onAttach(Window* window) { |
| fWindow = window; |
| } |
| |
| bool ImGuiLayer::onMouse(int x, int y, Window::InputState state, uint32_t modifiers) { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.MousePos.x = static_cast<float>(x); |
| io.MousePos.y = static_cast<float>(y); |
| if (Window::kDown_InputState == state) { |
| io.MouseDown[0] = true; |
| } else if (Window::kUp_InputState == state) { |
| io.MouseDown[0] = false; |
| } |
| return io.WantCaptureMouse; |
| } |
| |
| bool ImGuiLayer::onMouseWheel(float delta, uint32_t modifiers) { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.MouseWheel += delta; |
| return true; |
| } |
| |
| void ImGuiLayer::skiaWidget(const ImVec2& size, SkiaWidgetFunc func) { |
| intptr_t funcIndex = fSkiaWidgetFuncs.count(); |
| fSkiaWidgetFuncs.push_back(func); |
| ImGui::Image((ImTextureID)funcIndex, size); |
| } |
| |
| void ImGuiLayer::onPrePaint() { |
| // Update ImGui input |
| ImGuiIO& io = ImGui::GetIO(); |
| io.DeltaTime = 1.0f / 60.0f; |
| io.DisplaySize.x = static_cast<float>(fWindow->width()); |
| io.DisplaySize.y = static_cast<float>(fWindow->height()); |
| |
| io.KeyAlt = io.KeysDown[static_cast<int>(Window::Key::kOption)]; |
| io.KeyCtrl = io.KeysDown[static_cast<int>(Window::Key::kCtrl)]; |
| io.KeyShift = io.KeysDown[static_cast<int>(Window::Key::kShift)]; |
| |
| ImGui::NewFrame(); |
| } |
| |
| void ImGuiLayer::onPaint(SkCanvas* canvas) { |
| // This causes ImGui to rebuild vertex/index data based on all immediate-mode commands |
| // (widgets, etc...) that have been issued |
| ImGui::Render(); |
| |
| // Then we fetch the most recent data, and convert it so we can render with Skia |
| const ImDrawData* drawData = ImGui::GetDrawData(); |
| SkTDArray<SkPoint> pos; |
| SkTDArray<SkPoint> uv; |
| SkTDArray<SkColor> color; |
| |
| for (int i = 0; i < drawData->CmdListsCount; ++i) { |
| const ImDrawList* drawList = drawData->CmdLists[i]; |
| |
| // De-interleave all vertex data (sigh), convert to Skia types |
| pos.rewind(); uv.rewind(); color.rewind(); |
| for (int i = 0; i < drawList->VtxBuffer.size(); ++i) { |
| const ImDrawVert& vert = drawList->VtxBuffer[i]; |
| pos.push(SkPoint::Make(vert.pos.x, vert.pos.y)); |
| uv.push(SkPoint::Make(vert.uv.x, vert.uv.y)); |
| color.push(vert.col); |
| } |
| // ImGui colors are RGBA |
| SkSwapRB(color.begin(), color.begin(), color.count()); |
| |
| int indexOffset = 0; |
| |
| // Draw everything with canvas.drawVertices... |
| for (int j = 0; j < drawList->CmdBuffer.size(); ++j) { |
| const ImDrawCmd* drawCmd = &drawList->CmdBuffer[j]; |
| |
| SkAutoCanvasRestore acr(canvas, true); |
| |
| // TODO: Find min/max index for each draw, so we know how many vertices (sigh) |
| if (drawCmd->UserCallback) { |
| drawCmd->UserCallback(drawList, drawCmd); |
| } else { |
| intptr_t idIndex = (intptr_t)drawCmd->TextureId; |
| if (idIndex < fSkiaWidgetFuncs.count()) { |
| // Small image IDs are actually indices into a list of callbacks. We directly |
| // examing the vertex data to deduce the image rectangle, then reconfigure the |
| // canvas to be clipped and translated so that the callback code gets to use |
| // Skia to render a widget in the middle of an ImGui panel. |
| ImDrawIdx rectIndex = drawList->IdxBuffer[indexOffset]; |
| SkPoint tl = pos[rectIndex], br = pos[rectIndex + 2]; |
| canvas->clipRect(SkRect::MakeLTRB(tl.fX, tl.fY, br.fX, br.fY)); |
| canvas->translate(tl.fX, tl.fY); |
| fSkiaWidgetFuncs[idIndex](canvas); |
| } else { |
| SkPaint* paint = static_cast<SkPaint*>(drawCmd->TextureId); |
| SkASSERT(paint); |
| |
| canvas->clipRect(SkRect::MakeLTRB(drawCmd->ClipRect.x, drawCmd->ClipRect.y, |
| drawCmd->ClipRect.z, drawCmd->ClipRect.w)); |
| auto vertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, |
| drawList->VtxBuffer.size(), |
| pos.begin(), uv.begin(), color.begin(), |
| drawCmd->ElemCount, |
| drawList->IdxBuffer.begin() + indexOffset); |
| canvas->drawVertices(vertices, SkBlendMode::kModulate, *paint); |
| indexOffset += drawCmd->ElemCount; |
| } |
| } |
| } |
| } |
| |
| fSkiaWidgetFuncs.reset(); |
| } |
| |
| bool ImGuiLayer::onKey(sk_app::Window::Key key, sk_app::Window::InputState state, uint32_t modifiers) { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.KeysDown[static_cast<int>(key)] = (Window::kDown_InputState == state); |
| return io.WantCaptureKeyboard; |
| } |
| |
| bool ImGuiLayer::onChar(SkUnichar c, uint32_t modifiers) { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (io.WantTextInput) { |
| if (c > 0 && c < 0x10000) { |
| io.AddInputCharacter(c); |
| } |
| return true; |
| } |
| return false; |
| } |