diff --git a/compile_linux.sh b/compile_linux.sh index cc79635..bc69a7c 100755 --- a/compile_linux.sh +++ b/compile_linux.sh @@ -96,6 +96,12 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/sprite.cpp -o sfw/r ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/tile_map.cpp -o sfw/render_objects/tile_map.o ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/text_2d.cpp -o sfw/render_objects/text_2d.o +ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui.cpp -o sfw/render_gui/imgui.o +ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_draw.cpp -o sfw/render_gui/imgui_draw.o +ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_impl_glfw.cpp -o sfw/render_gui/imgui_impl_glfw.o +ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_impl_opengl3.cpp -o sfw/render_gui/imgui_impl_opengl3.o +ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_tables.cpp -o sfw/render_gui/imgui_tables.o +ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_widgets.cpp -o sfw/render_gui/imgui_widgets.o ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/gui.cpp -o sfw/render_gui/gui.o ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/game_scene.cpp -o sfw/game_scene.o @@ -138,6 +144,12 @@ ccache g++ -Wall -D_REENTRANT -g sfw/core/aabb.o sfw/core/basis.o sfw/core/color sfw/render_objects/sprite.o sfw/render_objects/tile_map.o \ sfw/render_objects/camera_2d.o sfw/render_objects/mesh_instance_2d.o \ sfw/render_objects/text_2d.o \ + sfw/render_gui/imgui.o \ + sfw/render_gui/imgui_draw.o \ + sfw/render_gui/imgui_impl_glfw.o \ + sfw/render_gui/imgui_impl_opengl3.o \ + sfw/render_gui/imgui_tables.o \ + sfw/render_gui/imgui_widgets.o \ sfw/render_gui/gui.o \ sfw/game_scene.o sfw/main.o \ -lX11 \ diff --git a/sfw/game_scene.cpp b/sfw/game_scene.cpp index 4f89dfb..3a37363 100644 --- a/sfw/game_scene.cpp +++ b/sfw/game_scene.cpp @@ -11,6 +11,7 @@ #include "render_core/keyboard.h" #include "render_core/mesh_utils.h" #include "render_immediate/renderer.h" +#include "render_gui/gui.h" //#include "render_core/font.h" #include "core/sub_process.h" @@ -295,6 +296,8 @@ void GameScene::render() { r->camera_2d_projection_set_to_window(); r->clear_screen(Color(1, 0, 0)); r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y)); + } else if (render_type == 14) { + render_gui(); } } void GameScene::render_immediate(bool clear_screen) { @@ -405,6 +408,22 @@ void GameScene::render_immediate_3d(bool clear_screen) { rotmi += 0.01; } +void GameScene::render_gui(bool clear_screen) { + Renderer *r = Renderer::get_singleton(); + + if (clear_screen) { + r->clear_screen(Color()); + r->camera_2d_projection_set_to_window(); + + r->camera_3d_bind(); + r->camera_3d_projection_set_to_perspective(AppWindow::get_singleton()->get_aspect()); + } + + GUI::new_frame(); + GUI::test(); + GUI::render(); +} + void GameScene::toggle_thread() { if (_thread) { _thread_running = false; @@ -704,6 +723,7 @@ GameScene::GameScene() { _mesh_utils_test.instance(); Renderer::initialize(); + GUI::initialize(); _mesh_utils_test_mi = memnew(MeshInstance3D()); _mesh_utils_test_mi->material = color_material; @@ -718,6 +738,7 @@ GameScene::GameScene() { GameScene::~GameScene() { Renderer::destroy(); + GUI::destroy(); memdelete(tile_map); memdelete(camera); diff --git a/sfw/game_scene.h b/sfw/game_scene.h index f0eebbd..bdf0916 100644 --- a/sfw/game_scene.h +++ b/sfw/game_scene.h @@ -28,7 +28,7 @@ class GameScene : public Scene { public: enum RenderTypes { - RENDER_TYPE_MAX = 14 + RENDER_TYPE_MAX = 15 }; virtual void input_event(const Ref &event); @@ -37,6 +37,7 @@ public: virtual void render_immediate(bool clear_screen = true); virtual void render_obj(); virtual void render_immediate_3d(bool clear_screen = true); + virtual void render_gui(bool clear_screen = true); void toggle_thread(); static void test_thread_func(void *d); diff --git a/sfw/render_core/app_window.cpp b/sfw/render_core/app_window.cpp index 05bbdb5..2f55154 100644 --- a/sfw/render_core/app_window.cpp +++ b/sfw/render_core/app_window.cpp @@ -426,9 +426,9 @@ bool AppWindow::create_from_handle(void *handle, bool full_Screen, float canvas_ width = get_width(); height = get_height(); - + RenderState::window_update_render_rect_size(width, height); - + // cursor(flags & WINDOW_NO_MOUSE ? false : true); glfwSetDropCallback(_window, drop_callback); @@ -921,6 +921,10 @@ double AppWindow::get_scale() { // ok? @testme return MAX(xscale, yscale); } +void *AppWindow::get_window_handle() { + return _window; +} + AppWindow *AppWindow::get_singleton() { return _singleton; } diff --git a/sfw/render_core/app_window.h b/sfw/render_core/app_window.h index a417f61..0c75847 100644 --- a/sfw/render_core/app_window.h +++ b/sfw/render_core/app_window.h @@ -120,6 +120,8 @@ public: const char *get_clipboard(); void set_clipboard(const char *text); + void *get_window_handle(); + static AppWindow *get_singleton(); AppWindow(); diff --git a/sfw/render_gui/gui.cpp b/sfw/render_gui/gui.cpp new file mode 100644 index 0000000..06df509 --- /dev/null +++ b/sfw/render_gui/gui.cpp @@ -0,0 +1,158 @@ +//--STRIP + +#ifdef __EMSCRIPTEN__ +#include +#endif // __EMSCRIPTEN__ + +#include "gui.h" + +#include "core/math_defs.h" + +#include "core/sfw_time.h" +#include "render_core/input.h" +#include "render_core/input_map.h" +#include "render_core/app_window.h" + +#include "core/sfw_core.h" +#include "object/core_string_names.h" + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl3.h" +#include + +//--STRIP + +void GUI::initialize() { + ERR_FAIL_COND(_singleton); + + memnew(GUI); + + // Decide GL+GLSL versions +#if defined(__APPLE__) + // GL 3.2 + GLSL 150 + const char* glsl_version = "#version 150"; +#else + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; +#endif + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + GLFWwindow *window = (GLFWwindow *)AppWindow::get_singleton()->get_window_handle(); + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); +#ifdef __EMSCRIPTEN__ + ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); +#endif + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); +} + +void GUI::destroy() { + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + ERR_FAIL_COND(!_singleton); + memdelete(_singleton); +} + +void GUI::new_frame() { + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); +} + +void GUI::render() { + // Rendering + ImGui::Render(); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); +} + +void GUI::test() { + + ImGuiIO& io = ImGui::GetIO(); (void)io; + + // Our state + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } +} + +GUI::GUI() { + _singleton = this; +} + +GUI::~GUI() { + _singleton = NULL; +} + +GUI *GUI::get_singleton() { + return _singleton; +} + +GUI *GUI::_singleton = NULL; + diff --git a/sfw/render_gui/gui.h b/sfw/render_gui/gui.h new file mode 100644 index 0000000..3e140f2 --- /dev/null +++ b/sfw/render_gui/gui.h @@ -0,0 +1,38 @@ +//--STRIP +#ifndef GUI_H +#define GUI_H +//--STRIP + +//--STRIP +#include "core/int_types.h" +#include + +#include "object/object.h" +#include "object/reference.h" +//--STRIP + +class GUI : public Object { + SFW_OBJECT(GUI, Object); + +public: + static void initialize(); + static void destroy(); + + static void new_frame(); + static void render(); + + static void test(); + + static GUI *get_singleton(); + + GUI(); + ~GUI(); + +protected: + static GUI *_singleton; + +}; + +//--STRIP +#endif // GUI_H +//--STRIP diff --git a/sfw/render_gui/main.cppoff b/sfw/render_gui/main.cppoff deleted file mode 100644 index 3afe251..0000000 --- a/sfw/render_gui/main.cppoff +++ /dev/null @@ -1,202 +0,0 @@ -// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline -// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) - -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -#include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" -#include -#define GL_SILENCE_DEPRECATION -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include -#endif -#include // Will drag system OpenGL headers - -// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. -// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. -// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. -#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -#pragma comment(lib, "legacy_stdio_definitions") -#endif - -// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. -#ifdef __EMSCRIPTEN__ -#include "../libs/emscripten/emscripten_mainloop_stub.h" -#endif - -static void glfw_error_callback(int error, const char* description) -{ - fprintf(stderr, "GLFW Error %d: %s\n", error, description); -} - -// Main code -int main(int, char**) -{ - glfwSetErrorCallback(glfw_error_callback); - if (!glfwInit()) - return 1; - - // Decide GL+GLSL versions -#if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 - const char* glsl_version = "#version 100"; - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -#elif defined(__APPLE__) - // GL 3.2 + GLSL 150 - const char* glsl_version = "#version 150"; - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac -#else - // GL 3.0 + GLSL 130 - const char* glsl_version = "#version 130"; - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only - //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only -#endif - - // Create window with graphics context - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); - if (window == nullptr) - return 1; - glfwMakeContextCurrent(window); - glfwSwapInterval(1); // Enable vsync - - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsLight(); - - // Setup Platform/Renderer backends - ImGui_ImplGlfw_InitForOpenGL(window, true); -#ifdef __EMSCRIPTEN__ - ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); -#endif - ImGui_ImplOpenGL3_Init(glsl_version); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != nullptr); - - // Our state - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - // Main loop -#ifdef __EMSCRIPTEN__ - // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. - // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. - io.IniFilename = nullptr; - EMSCRIPTEN_MAINLOOP_BEGIN -#else - while (!glfwWindowShouldClose(window)) -#endif - { - // Poll and handle events (inputs, window resize, etc.) - // 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, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - glfwPollEvents(); - if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) - { - ImGui_ImplGlfw_Sleep(10); - continue; - } - - // Start the Dear ImGui frame - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - int display_w, display_h; - glfwGetFramebufferSize(window, &display_w, &display_h); - glViewport(0, 0, display_w, display_h); - glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); - glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - - glfwSwapBuffers(window); - } -#ifdef __EMSCRIPTEN__ - EMSCRIPTEN_MAINLOOP_END; -#endif - - // Cleanup - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); - - glfwDestroyWindow(window); - glfwTerminate(); - - return 0; -}