imgui
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@@ -5,6 +5,8 @@
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#include "../Mesh.h"
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#include "Rendering.h"
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#include "SDL3/SDL_events.h"
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#include "backends/imgui_impl_sdl3.h"
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#include "bgfx/defines.h"
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#include "bx/filepath.h"
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#include "bx/math.h"
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@@ -228,6 +230,21 @@ namespace Game
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Materials[0] = Material::LoadFromShader("vert", "frag", Textures[0].Handle, Textures[0].SamplerHandle);
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imguiCreate();
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if (!ImGui_ImplSDL3_InitForOther(shared.Window.SDLWindow))
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{
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Log("Failed to set up imgui implementation!");
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return;
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}
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// ImGui::GetIO().BackendFlags |= ImGuiBackendFlags_RendererHasViewports;
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ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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// ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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// auto& platIO = ImGui::GetPlatformIO();
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// platIO.Renderer_CreateWindow = TODO;
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// platIO.Platform_DestroyWindow = TODO;
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// platIO.Platform_SetWindowSize = TODO;
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// platIO.Platform_RenderWindow = TODO;
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if (!GetInstance().IsInitialized)
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{
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GetInstance().Time.StartTime = bx::getHPCounter();
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@@ -236,10 +253,19 @@ namespace Game
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void GameRendering::Update()
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{
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imguiBeginFrame(0, 0, 0, 0, 100, 100);
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ImGui::ShowDemoWindow();
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SharedData& shared = GetShared();
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for (uint16_t i = 0; i < shared.Window.SDLEventCount; ++i)
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{
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ImGui_ImplSDL3_ProcessEvent(&shared.Window.SDLEvents[i]);
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}
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shared.Window.SDLEventCount = 0;
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ImGui_ImplSDL3_NewFrame();
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imguiBeginFrame(0, 0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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ImGui::DockSpaceOverViewport();
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ImGui::ShowDemoWindow();
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// Reload shaders if necessary
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FileChangeNotification* shaderChange = nullptr;
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if (shared.Dev.ChangedShaderCount > 0)
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@@ -305,6 +331,12 @@ namespace Game
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}
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imguiEndFrame();
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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START_PERF();
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bgfx::frame();
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END_PERF(shared.Window.PerfCounters, PerfCounterType::Submit, shared.Window.FrameCounter);
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@@ -312,6 +344,7 @@ namespace Game
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void GameRendering::Shutdown()
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{
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ImGui_ImplSDL3_Shutdown();
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imguiDestroy();
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bgfx::shutdown();
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}
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@@ -3,6 +3,8 @@
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#include <bx/string.h>
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#include <cstdint>
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union SDL_Event;
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namespace Game
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{
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struct PosColorVertex
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@@ -322,43 +322,16 @@ struct OcornutImguiContext
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{
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m_viewId = _viewId;
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ImGuiIO& io = ImGui::GetIO();
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if (_inputChar >= 0)
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{
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io.AddInputCharacter(_inputChar);
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}
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io.DisplaySize = ImVec2((float)_width, (float)_height);
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// ImGuiIO& io = ImGui::GetIO();
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// io.DisplaySize = ImVec2((float)_width, (float)_height);
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const int64_t now = bx::getHPCounter();
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const int64_t frameTime = now - m_last;
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m_last = now;
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const double freq = double(bx::getHPFrequency());
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io.DeltaTime = float(frameTime / freq);
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io.AddMousePosEvent((float)_mx, (float)_my);
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io.AddMouseButtonEvent(ImGuiMouseButton_Left, 0 != (_button & IMGUI_MBUT_LEFT));
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io.AddMouseButtonEvent(ImGuiMouseButton_Right, 0 != (_button & IMGUI_MBUT_RIGHT));
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io.AddMouseButtonEvent(ImGuiMouseButton_Middle, 0 != (_button & IMGUI_MBUT_MIDDLE));
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io.AddMouseWheelEvent(0.0f, (float)(_scroll - m_lastScroll));
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m_lastScroll = _scroll;
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#if USE_ENTRY
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uint8_t modifiers = inputGetModifiersState();
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io.AddKeyEvent(ImGuiMod_Shift, 0 != (modifiers & (entry::Modifier::LeftShift | entry::Modifier::RightShift)));
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io.AddKeyEvent(ImGuiMod_Ctrl, 0 != (modifiers & (entry::Modifier::LeftCtrl | entry::Modifier::RightCtrl)));
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io.AddKeyEvent(ImGuiMod_Alt, 0 != (modifiers & (entry::Modifier::LeftAlt | entry::Modifier::RightAlt)));
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io.AddKeyEvent(ImGuiMod_Super, 0 != (modifiers & (entry::Modifier::LeftMeta | entry::Modifier::RightMeta)));
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for (int32_t ii = 0; ii < (int32_t)entry::Key::Count; ++ii)
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{
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io.AddKeyEvent(m_keyMap[ii], inputGetKeyState(entry::Key::Enum(ii)));
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io.SetKeyEventNativeData(m_keyMap[ii], 0, 0, ii);
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}
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#endif // USE_ENTRY
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// const double freq = double(bx::getHPFrequency());
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// io.DeltaTime = float(frameTime / freq);
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ImGui::NewFrame();
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// ImGuizmo::BeginFrame();
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}
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void endFrame()
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