Magic_Game/src/kiwano-imgui/ImGuiModule.cpp

242 lines
7.2 KiB
C++

// Copyright (C) 2019 Nomango
#include <kiwano/core/Common.h>
#include <kiwano/event/Events.h>
#include <kiwano/platform/Input.h>
#include <kiwano/platform/Application.h>
#include <kiwano/render/Renderer.h>
#include <kiwano-imgui/ImGuiModule.h>
#include <kiwano-imgui/imgui_impl/imgui_impl.h>
namespace kiwano
{
namespace imgui
{
ImGuiModule::ImGuiModule()
{
}
void ImGuiModule::SetupModule()
{
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
window_ = Application::GetInstance().GetWindow();
// Setup Platform/Renderer bindings
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |=
ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_win32";
io.ImeWindowHandle = window_->GetHandle();
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during
// the application lifetime.
io.KeyMap[ImGuiKey_Tab] = (int)KeyCode::Tab;
io.KeyMap[ImGuiKey_LeftArrow] = (int)KeyCode::Left;
io.KeyMap[ImGuiKey_RightArrow] = (int)KeyCode::Right;
io.KeyMap[ImGuiKey_UpArrow] = (int)KeyCode::Up;
io.KeyMap[ImGuiKey_DownArrow] = (int)KeyCode::Down;
io.KeyMap[ImGuiKey_Delete] = (int)KeyCode::Delete;
io.KeyMap[ImGuiKey_Backspace] = (int)KeyCode::Back;
io.KeyMap[ImGuiKey_Space] = (int)KeyCode::Space;
io.KeyMap[ImGuiKey_Enter] = (int)KeyCode::Enter;
io.KeyMap[ImGuiKey_Escape] = (int)KeyCode::Esc;
io.KeyMap[ImGuiKey_A] = (int)KeyCode::A;
io.KeyMap[ImGuiKey_C] = (int)KeyCode::C;
io.KeyMap[ImGuiKey_V] = (int)KeyCode::V;
io.KeyMap[ImGuiKey_X] = (int)KeyCode::X;
io.KeyMap[ImGuiKey_Y] = (int)KeyCode::Y;
io.KeyMap[ImGuiKey_Z] = (int)KeyCode::Z;
ImGui_Impl_Init();
}
void ImGuiModule::DestroyModule()
{
ImGui_Impl_Shutdown();
ImGui::DestroyContext();
}
void ImGuiModule::OnUpdate(UpdateModuleContext& ctx)
{
ImGuiIO& io = ImGui::GetIO();
// Setup time step
io.DeltaTime = ctx.dt.Seconds();
// Read keyboard modifiers inputs
io.KeyCtrl = Input::GetInstance().IsDown(KeyCode::Ctrl);
io.KeyShift = Input::GetInstance().IsDown(KeyCode::Shift);
io.KeyAlt = Input::GetInstance().IsDown(KeyCode::Alt);
io.KeySuper = Input::GetInstance().IsDown(KeyCode::Super);
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the HandleEvent function below.
// Update OS mouse position
UpdateMousePos();
// Update OS mouse cursor with the cursor requested by imgui
UpdateMouseCursor();
ctx.Next();
}
void ImGuiModule::OnRender(RenderModuleContext& ctx)
{
// Before render
{
ImGui_Impl_NewFrame();
ImGuiIO& io = ImGui::GetIO();
KGE_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!");
// Setup display size (every frame to accommodate for window resizing)
Size display_size = Renderer::GetInstance().GetOutputSize();
io.DisplaySize = ImVec2(display_size.x, display_size.y);
ImGui::NewFrame();
}
ctx.Next();
// After render
{
ImGui::Render();
ImGui_Impl_RenderDrawData(ImGui::GetDrawData());
}
}
void ImGuiModule::HandleEvent(EventModuleContext& ctx)
{
if (ImGui::GetCurrentContext() != NULL)
{
Event* evt = ctx.evt;
ImGuiIO& io = ImGui::GetIO();
if (evt->IsType<MouseEvent>())
{
if (evt->IsType<MouseDownEvent>())
{
MouseButton button = dynamic_cast<MouseDownEvent*>(evt)->button;
int index = 0;
if (button == MouseButton::Left)
index = 0;
else if (button == MouseButton::Right)
index = 1;
else if (button == MouseButton::Middle)
index = 2;
io.MouseDown[index] = true;
}
else if (evt->IsType<MouseUpEvent>())
{
MouseButton button = dynamic_cast<MouseUpEvent*>(evt)->button;
int index = 0;
if (button == MouseButton::Left)
index = 0;
else if (button == MouseButton::Right)
index = 1;
else if (button == MouseButton::Middle)
index = 2;
io.MouseDown[index] = false;
}
else if (evt->IsType<MouseWheelEvent>())
{
float wheel = dynamic_cast<MouseWheelEvent*>(evt)->wheel;
io.MouseWheel += wheel;
}
}
else if (evt->IsType<KeyEvent>())
{
if (evt->IsType<KeyDownEvent>())
{
KeyCode key = dynamic_cast<KeyDownEvent*>(evt)->code;
io.KeysDown[(int)key] = true;
}
else if (evt->IsType<KeyUpEvent>())
{
KeyCode key = dynamic_cast<KeyUpEvent*>(evt)->code;
io.KeysDown[(int)key] = false;
}
else if (evt->IsType<KeyCharEvent>())
{
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
char ch = dynamic_cast<KeyCharEvent*>(evt)->value;
io.AddInputCharacter(static_cast<ImWchar>(ch));
}
}
}
ctx.Next();
}
void ImGuiModule::UpdateMousePos()
{
ImGuiIO& io = ImGui::GetIO();
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by
// user)
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
::ClientToScreen(window_->GetHandle(), &pos);
::SetCursorPos(pos.x, pos.y);
}
Point pos = Input::GetInstance().GetMousePos();
io.MousePos = ImVec2(pos.x, pos.y);
}
void ImGuiModule::UpdateMouseCursor()
{
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
static ImGuiMouseCursor last_cursor = ImGuiMouseCursor_None;
if (ImGui::GetMouseCursor() == last_cursor)
return;
last_cursor = ImGui::GetMouseCursor();
CursorType cursor = CursorType::Arrow;
switch (last_cursor)
{
case ImGuiMouseCursor_Arrow:
cursor = CursorType::Arrow;
break;
case ImGuiMouseCursor_TextInput:
cursor = CursorType::TextInput;
break;
case ImGuiMouseCursor_ResizeAll:
cursor = CursorType::SizeAll;
break;
case ImGuiMouseCursor_ResizeEW:
cursor = CursorType::SizeWE;
break;
case ImGuiMouseCursor_ResizeNS:
cursor = CursorType::SizeNS;
break;
case ImGuiMouseCursor_ResizeNESW:
cursor = CursorType::SizeNESW;
break;
case ImGuiMouseCursor_ResizeNWSE:
cursor = CursorType::SizeNWSE;
break;
case ImGuiMouseCursor_Hand:
cursor = CursorType::Hand;
break;
}
window_->SetCursor(cursor);
}
} // namespace imgui
} // namespace kiwano