Make the gui module work.

This commit is contained in:
Relintai 2024-09-14 12:07:09 +02:00
parent f21f8a6769
commit f452ce1d78
8 changed files with 239 additions and 205 deletions

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@ -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 \

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@ -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);

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@ -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<InputEvent> &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);

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@ -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;
}

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@ -120,6 +120,8 @@ public:
const char *get_clipboard();
void set_clipboard(const char *text);
void *get_window_handle();
static AppWindow *get_singleton();
AppWindow();

158
sfw/render_gui/gui.cpp Normal file
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@ -0,0 +1,158 @@
//--STRIP
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#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 <stdio.h>
//--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;

38
sfw/render_gui/gui.h Normal file
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@ -0,0 +1,38 @@
//--STRIP
#ifndef GUI_H
#define GUI_H
//--STRIP
//--STRIP
#include "core/int_types.h"
#include <stdio.h>
#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

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@ -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 <stdio.h>
#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // 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;
}