-
Notifications
You must be signed in to change notification settings - Fork 8
Expand file tree
/
Copy pathimgui_wrapper.rs
More file actions
204 lines (177 loc) · 5.85 KB
/
Copy pathimgui_wrapper.rs
File metadata and controls
204 lines (177 loc) · 5.85 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
use ggez::event::{KeyCode, KeyMods, MouseButton};
use ggez::graphics;
use ggez::Context;
use gfx_core::{handle::RenderTargetView, memory::Typed};
use gfx_device_gl;
use imgui::*;
use imgui_gfx_renderer::*;
use std::time::Instant;
#[derive(Copy, Clone, PartialEq, Debug, Default)]
struct MouseState {
pos: (i32, i32),
/// mouse buttons: (left, right, middle)
pressed: (bool, bool, bool),
wheel: f32,
wheel_h: f32,
}
pub struct ImGuiWrapper {
pub imgui: imgui::Context,
pub renderer: Renderer<gfx_core::format::Rgba8, gfx_device_gl::Resources>,
last_frame: Instant,
mouse_state: MouseState,
}
impl ImGuiWrapper {
pub fn new(ctx: &mut Context) -> Self {
// Create the imgui object
let mut imgui = imgui::Context::create();
let (factory, gfx_device, _, _, _) = graphics::gfx_objects(ctx);
// Shaders
let shaders = {
let version = gfx_device.get_info().shading_language;
if version.is_embedded {
if version.major >= 3 {
Shaders::GlSlEs300
} else {
Shaders::GlSlEs100
}
} else if version.major >= 4 {
Shaders::GlSl400
} else if version.major >= 3 {
Shaders::GlSl130
} else {
Shaders::GlSl110
}
};
// Renderer
let mut renderer = Renderer::init(&mut imgui, &mut *factory, shaders).unwrap();
{
let mut io = imgui.io_mut();
io[Key::Tab] = KeyCode::Tab as _;
io[Key::LeftArrow] = KeyCode::Left as _;
io[Key::RightArrow] = KeyCode::Right as _;
io[Key::UpArrow] = KeyCode::Up as _;
io[Key::DownArrow] = KeyCode::Down as _;
io[Key::PageUp] = KeyCode::PageUp as _;
io[Key::PageDown] = KeyCode::PageDown as _;
io[Key::Home] = KeyCode::Home as _;
io[Key::End] = KeyCode::End as _;
io[Key::Insert] = KeyCode::Insert as _;
io[Key::Delete] = KeyCode::Delete as _;
io[Key::Backspace] = KeyCode::Back as _;
io[Key::Space] = KeyCode::Space as _;
io[Key::Enter] = KeyCode::Return as _;
io[Key::Escape] = KeyCode::Escape as _;
io[Key::KeyPadEnter] = KeyCode::NumpadEnter as _;
io[Key::A] = KeyCode::A as _;
io[Key::C] = KeyCode::C as _;
io[Key::V] = KeyCode::V as _;
io[Key::X] = KeyCode::X as _;
io[Key::Y] = KeyCode::Y as _;
io[Key::Z] = KeyCode::Z as _;
}
// Create instance
Self {
imgui,
renderer,
last_frame: Instant::now(),
mouse_state: MouseState::default(),
}
}
pub fn render(&mut self, ctx: &mut Context, hidpi_factor: f32) {
// Update mouse
self.update_mouse();
// Create new frame
let now = Instant::now();
let delta = now - self.last_frame;
let delta_s = delta.as_secs() as f32 + delta.subsec_nanos() as f32 / 1_000_000_000.0;
self.last_frame = now;
let (draw_width, draw_height) = graphics::drawable_size(ctx);
self.imgui.io_mut().display_size = [draw_width, draw_height];
self.imgui.io_mut().display_framebuffer_scale = [hidpi_factor, hidpi_factor];
self.imgui.io_mut().delta_time = delta_s;
let ui = self.imgui.frame();
let mut show = true;
// Various ui things
{
// Window
Window::new(im_str!("Hello world"))
.size([300.0, 600.0], imgui::Condition::FirstUseEver)
.position([50.0, 50.0], imgui::Condition::FirstUseEver)
.build(&ui, || {
// Your window stuff here!
ui.text(im_str!("Hi from this label!"));
});
ui.show_demo_window(&mut show);
}
// Render
let (factory, _, encoder, _, render_target) = graphics::gfx_objects(ctx);
let draw_data = ui.render();
self
.renderer
.render(
&mut *factory,
encoder,
&mut RenderTargetView::new(render_target.clone()),
draw_data,
)
.unwrap();
}
fn update_mouse(&mut self) {
self.imgui.io_mut().mouse_pos = [self.mouse_state.pos.0 as f32, self.mouse_state.pos.1 as f32];
self.imgui.io_mut().mouse_down = [
self.mouse_state.pressed.0,
self.mouse_state.pressed.1,
self.mouse_state.pressed.2,
false,
false,
];
self.imgui.io_mut().mouse_wheel = self.mouse_state.wheel;
self.mouse_state.wheel = 0.0;
self.imgui.io_mut().mouse_wheel_h = self.mouse_state.wheel_h;
self.mouse_state.wheel_h = 0.0;
}
pub fn update_mouse_pos(&mut self, x: f32, y: f32) {
self.mouse_state.pos = (x as i32, y as i32);
}
pub fn update_mouse_down(&mut self, button: MouseButton) {
match button {
MouseButton::Left => self.mouse_state.pressed.0 = true,
MouseButton::Right => self.mouse_state.pressed.1 = true,
MouseButton::Middle => self.mouse_state.pressed.2 = true,
_ => ()
}
}
pub fn update_mouse_up(&mut self, button: MouseButton) {
match button {
MouseButton::Left => self.mouse_state.pressed.0 = false,
MouseButton::Right => self.mouse_state.pressed.1 = false,
MouseButton::Middle => self.mouse_state.pressed.2 = false,
_ => ()
}
}
pub fn update_key_down(&mut self, key: KeyCode, mods: KeyMods) {
self.imgui.io_mut().key_shift = mods.contains(KeyMods::SHIFT);
self.imgui.io_mut().key_ctrl = mods.contains(KeyMods::CTRL);
self.imgui.io_mut().key_alt = mods.contains(KeyMods::ALT);
self.imgui.io_mut().keys_down[key as usize] = true;
}
pub fn update_key_up(&mut self, key: KeyCode, mods: KeyMods) {
if mods.contains(KeyMods::SHIFT) {
self.imgui.io_mut().key_shift = false;
}
if mods.contains(KeyMods::CTRL) {
self.imgui.io_mut().key_ctrl = false;
}
if mods.contains(KeyMods::ALT) {
self.imgui.io_mut().key_alt = false;
}
self.imgui.io_mut().keys_down[key as usize] = false;
}
pub fn update_text(&mut self, val: char) {
self.imgui.io_mut().add_input_character(val);
}
pub fn update_scroll(&mut self, x: f32, y: f32) {
self.mouse_state.wheel += y;
self.mouse_state.wheel_h += x;
}
}