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Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. (#368, #375)
This commit is contained in:
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// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
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// Missing features:
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// [ ] Renderer: Clipping rectangles are not honored.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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#include "imgui.h"
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#include "imgui_impl_marmalade.h"
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#include <s3eClipboard.h>
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#include <s3ePointer.h>
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#include <s3eKeyboard.h>
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#include <IwTexture.h>
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#include <IwGx.h>
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// Data
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static double g_Time = 0.0f;
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static bool g_MousePressed[3] = { false, false, false };
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static CIwTexture* g_FontTexture = NULL;
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static char* g_ClipboardText = NULL;
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static bool g_osdKeyboardEnabled = false;
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// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
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// Render function.
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void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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const int nVert = cmd_list->VtxBuffer.Size;
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CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
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CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
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CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
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for (int i = 0; i < nVert; i++)
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{
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// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
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pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
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pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
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pColStream[i] = cmd_list->VtxBuffer[i].col;
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}
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IwGxSetVertStreamScreenSpace(pVertStream, nVert);
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IwGxSetUVStream(pUVStream);
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IwGxSetColStream(pColStream, nVert);
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IwGxSetNormStream(0);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// FIXME: Not honoring ClipRect fields.
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CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
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pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
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pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
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pCurrentMaterial->SetFiltering(false);
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pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
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pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
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pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
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IwGxSetMaterial(pCurrentMaterial);
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IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)(idx_buffer + pcmd->IdxOffset), pcmd->ElemCount);
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}
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}
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IwGxFlush();
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}
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// TODO: restore modified state (i.e. mvp matrix)
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}
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static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
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{
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if (!s3eClipboardAvailable())
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return NULL;
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if (int size = s3eClipboardGetText(NULL, 0))
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{
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if (g_ClipboardText)
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delete[] g_ClipboardText;
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g_ClipboardText = new char[size];
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g_ClipboardText[0] = '\0';
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s3eClipboardGetText(g_ClipboardText, size);
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}
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return g_ClipboardText;
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}
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static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
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{
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if (s3eClipboardAvailable())
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s3eClipboardSetText(text);
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}
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
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{
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// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
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// button was pressed. For touchscreen this should always have the value
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
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if (pEvent->m_Pressed == 1)
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{
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if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
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g_MousePressed[0] = true;
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if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
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g_MousePressed[1] = true;
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
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g_MousePressed[2] = true;
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
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io.MouseWheel += pEvent->m_y;
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if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
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io.MouseWheel += pEvent->m_y;
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}
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return 0;
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}
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int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
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if (e->m_Pressed == 1)
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io.KeysDown[e->m_Key] = true;
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if (e->m_Pressed == 0)
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io.KeysDown[e->m_Key] = false;
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io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
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io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
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io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
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io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
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return 0;
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}
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int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
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io.AddInputCharacter((unsigned int)e->m_Char);
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return 0;
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}
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bool ImGui_Marmalade_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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g_FontTexture = new CIwTexture();
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g_FontTexture->SetModifiable(true);
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CIwImage& image = g_FontTexture->GetImage();
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image.SetFormat(CIwImage::ARGB_8888);
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image.SetWidth(width);
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image.SetHeight(height);
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image.SetBuffers(); // allocates and own buffers
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image.ReadTexels(pixels);
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g_FontTexture->SetMipMapping(false);
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g_FontTexture->SetFiltering(false);
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g_FontTexture->Upload();
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)g_FontTexture);
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return true;
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}
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void ImGui_Marmalade_InvalidateDeviceObjects()
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{
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if (g_ClipboardText)
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{
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delete[] g_ClipboardText;
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g_ClipboardText = NULL;
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}
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if (g_FontTexture)
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{
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ImGui::GetIO().Fonts->SetTexID(0);
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delete g_FontTexture;
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g_FontTexture = NULL;
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}
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}
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bool ImGui_Marmalade_Init(bool install_callbacks)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
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io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
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io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
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io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
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io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
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io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
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io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
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io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
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io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
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io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
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io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
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io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
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io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
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io.KeyMap[ImGuiKey_A] = s3eKeyA;
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io.KeyMap[ImGuiKey_C] = s3eKeyC;
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io.KeyMap[ImGuiKey_V] = s3eKeyV;
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io.KeyMap[ImGuiKey_X] = s3eKeyX;
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io.KeyMap[ImGuiKey_Y] = s3eKeyY;
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io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
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io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
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io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
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if (install_callbacks)
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{
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s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
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s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
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s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
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}
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return true;
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}
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void ImGui_Marmalade_Shutdown()
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{
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ImGui_Marmalade_InvalidateDeviceObjects();
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}
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void ImGui_Marmalade_NewFrame()
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{
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if (!g_FontTexture)
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ImGui_Marmalade_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
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io.DisplaySize = ImVec2((float)w, (float)h);
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// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
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io.DisplayFramebufferScale = g_scale;
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// Setup time step
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double current_time = s3eTimerGetUST() / 1000.0f;
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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double mouse_x, mouse_y;
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mouse_x = s3ePointerGetX();
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mouse_y = s3ePointerGetY();
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io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
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for (int i = 0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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g_MousePressed[i] = false;
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}
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// TODO: Hide OS mouse cursor if ImGui is drawing it
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// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
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// Show/hide OSD keyboard
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if (io.WantTextInput)
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{
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// Some text input widget is active?
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if (!g_osdKeyboardEnabled)
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{
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g_osdKeyboardEnabled = true;
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
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}
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}
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else
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{
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// No text input widget is active
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if (g_osdKeyboardEnabled)
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{
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g_osdKeyboardEnabled = false;
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
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}
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}
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}
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@ -1,28 +0,0 @@
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// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
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// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
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IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
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IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
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@ -12,7 +12,7 @@ your application or engine to easily integrate Dear ImGui.** Each backend is typ
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e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp), etc.
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- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
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e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
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e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
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An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
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For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
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@ -82,14 +82,13 @@ List of Renderer Backends:
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List of high-level Frameworks Backends (combining Platform + Renderer):
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imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Emscripten is also supported.
|
||||
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
|
||||
|
||||
### Backends for third-party frameworks, graphics API or other languages
|
||||
|
||||
See https://github.com/ocornut/imgui/wiki/Bindings for the full list.
|
||||
See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
|
||||
|
||||
### Recommended Backends
|
||||
|
||||
|
@ -40,6 +40,8 @@ Breaking Changes:
|
||||
Please open an issue if you think you really need this function. (#3841)
|
||||
- Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie]
|
||||
Updated Apple+Metal and Apple+GL example applications accordingly.
|
||||
- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. (#368, #375)
|
||||
Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
|
||||
|
||||
|
||||
Other Changes:
|
||||
|
@ -141,10 +141,6 @@ GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example.
|
||||
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
|
||||
|
||||
[example_marmalade/](https://github.com/ocornut/imgui/blob/master/examples/example_marmalade/) <BR>
|
||||
Marmalade example using IwGx. <BR>
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
|
||||
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
|
||||
= main.cpp <BR>
|
||||
|
@ -118,7 +118,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
|
||||
Officially maintained backends/bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
|
@ -1,32 +0,0 @@
|
||||
# This file is for configuration settings for your
|
||||
# application.
|
||||
#
|
||||
# The syntax is similar to windows .ini files ie
|
||||
#
|
||||
# [GroupName]
|
||||
# Setting = Value
|
||||
#
|
||||
# Which can be read by your application using
|
||||
# e.g s3eConfigGetString("GroupName", "Setting", string)
|
||||
#
|
||||
# All settings must be documented in .config.txt files.
|
||||
# New settings specific to this application should be
|
||||
# documented in app.config.txt
|
||||
#
|
||||
# Some conditional operations are also permitted, see the
|
||||
# S3E documentation for details.
|
||||
|
||||
[S3E]
|
||||
MemSize=6000000
|
||||
MemSizeDebug=6000000
|
||||
DispFixRot=FixedLandscape
|
||||
|
||||
# emulate iphone 5 resolution, change these settings to emulate other display resolution
|
||||
WinWidth=1136
|
||||
WinHeight=640
|
||||
|
||||
[GX]
|
||||
DataCacheSize=131070
|
||||
|
||||
[Util]
|
||||
#MemoryBreakpoint=1282
|
@ -1,124 +0,0 @@
|
||||
// Dear ImGui: standalone example application for Marmalade
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of Dear ImGui
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_marmalade.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include <s3eKeyboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <IwGx.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
IwGxInit();
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// 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 NULL. 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.
|
||||
// - 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// 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
|
||||
while (true)
|
||||
{
|
||||
if (s3eDeviceCheckQuitRequest())
|
||||
break;
|
||||
|
||||
// Poll and handle inputs
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
s3eKeyboardUpdate();
|
||||
s3ePointerUpdate();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_Marmalade_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
|
||||
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
|
||||
IwGxClear();
|
||||
ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
|
||||
IwGxSwapBuffers();
|
||||
|
||||
s3eDeviceYield(0);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_Marmalade_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
IwGxTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
@ -1,47 +0,0 @@
|
||||
#!/usr/bin/env mkb
|
||||
|
||||
# ImGui - standalone example application for Marmalade
|
||||
# Copyright (C) 2015 by Giovanni Zito
|
||||
# This file is part of ImGui
|
||||
# https://github.com/ocornut/imgui
|
||||
|
||||
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
|
||||
define _snprintf=snprintf
|
||||
|
||||
options
|
||||
{
|
||||
optimise-speed=1
|
||||
}
|
||||
|
||||
includepaths
|
||||
{
|
||||
../..
|
||||
../../backends
|
||||
}
|
||||
|
||||
subprojects
|
||||
{
|
||||
iwgx
|
||||
}
|
||||
|
||||
files
|
||||
{
|
||||
(.)
|
||||
["imgui"]
|
||||
../../imgui.cpp
|
||||
../../imgui_demo.cpp
|
||||
../../imgui_draw.cpp
|
||||
../../imgui_tables.cpp
|
||||
../../imgui_widgets.cpp
|
||||
../../imconfig.h
|
||||
../../imgui.h
|
||||
../../imgui_internal.h
|
||||
|
||||
["imgui","Marmalade backend"]
|
||||
../../backends/imgui_impl_marmalade.h
|
||||
../../backends/imgui_impl_marmalade.cpp
|
||||
main.cpp
|
||||
|
||||
}
|
@ -380,6 +380,7 @@ CODE
|
||||
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
|
||||
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
|
||||
|
||||
- 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
|
||||
- 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
|
||||
- 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
|
||||
- 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
|
||||
|
Loading…
Reference in New Issue
Block a user