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# include "ImGuiWrapper.hpp"
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# include <cstdio>
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# include <vector>
# include <boost/format.hpp>
# include <boost/log/trivial.hpp>
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# include <wx/string.h>
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# include <wx/event.h>
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# include <wx/debug.h>
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# include <GL/glew.h>
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# include "libslic3r/libslic3r.h"
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# include "libslic3r/Utils.hpp"
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# include "GUI.hpp"
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namespace Slic3r {
namespace GUI {
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ImGuiWrapper : : ImGuiWrapper ( )
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: m_font_texture ( 0 )
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, m_mouse_buttons ( 0 )
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{
}
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ImGuiWrapper : : ~ ImGuiWrapper ( )
{
destroy_device_objects ( ) ;
ImGui : : DestroyContext ( ) ;
}
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bool ImGuiWrapper : : init ( )
{
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImFont * font = io . Fonts - > AddFontFromFileTTF ( ( Slic3r : : resources_dir ( ) + " /fonts/NotoSans-Regular.ttf " ) . c_str ( ) , 18.0f ) ;
if ( font = = nullptr ) {
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font = io . Fonts - > AddFontDefault ( ) ;
if ( font = = nullptr )
return false ;
}
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else {
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m_fonts . insert ( FontsMap : : value_type ( " Noto Sans Regular 18 " , font ) ) ;
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}
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io . IniFilename = nullptr ;
return true ;
}
void ImGuiWrapper : : set_display_size ( float w , float h )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . DisplaySize = ImVec2 ( w , h ) ;
io . DisplayFramebufferScale = ImVec2 ( 1.0f , 1.0f ) ;
}
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bool ImGuiWrapper : : update_mouse_data ( wxMouseEvent & evt )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MousePos = ImVec2 ( ( float ) evt . GetX ( ) , ( float ) evt . GetY ( ) ) ;
io . MouseDown [ 0 ] = evt . LeftDown ( ) ;
io . MouseDown [ 1 ] = evt . RightDown ( ) ;
io . MouseDown [ 2 ] = evt . MiddleDown ( ) ;
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unsigned buttons = ( evt . LeftDown ( ) ? 1 : 0 ) | ( evt . RightDown ( ) ? 2 : 0 ) | ( evt . MiddleDown ( ) ? 4 : 0 ) ;
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bool res = buttons ! = m_mouse_buttons ;
m_mouse_buttons = buttons ;
return res ;
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}
void ImGuiWrapper : : new_frame ( )
{
if ( m_font_texture = = 0 )
create_device_objects ( ) ;
ImGui : : NewFrame ( ) ;
}
void ImGuiWrapper : : render ( )
{
ImGui : : Render ( ) ;
render_draw_data ( ImGui : : GetDrawData ( ) ) ;
}
void ImGuiWrapper : : set_next_window_pos ( float x , float y , int flag )
{
ImGui : : SetNextWindowPos ( ImVec2 ( x , y ) , ( ImGuiCond ) flag ) ;
}
void ImGuiWrapper : : set_next_window_bg_alpha ( float alpha )
{
ImGui : : SetNextWindowBgAlpha ( alpha ) ;
}
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bool ImGuiWrapper : : begin ( const std : : string & name , int flags )
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{
return ImGui : : Begin ( name . c_str ( ) , nullptr , ( ImGuiWindowFlags ) flags ) ;
}
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bool ImGuiWrapper : : begin ( const wxString & name , int flags )
{
return begin ( into_u8 ( name ) , flags ) ;
}
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void ImGuiWrapper : : end ( )
{
ImGui : : End ( ) ;
}
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bool ImGuiWrapper : : button ( const wxString & label )
{
auto label_utf8 = into_u8 ( label ) ;
return ImGui : : Button ( label_utf8 . c_str ( ) ) ;
}
bool ImGuiWrapper : : input_double ( const std : : string & label , const double & value , const std : : string & format )
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{
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return ImGui : : InputDouble ( label . c_str ( ) , const_cast < double * > ( & value ) , 0.0f , 0.0f , format . c_str ( ) ) ;
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}
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bool ImGuiWrapper : : input_vec3 ( const std : : string & label , const Vec3d & value , float width , const std : : string & format )
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{
bool value_changed = false ;
ImGui : : BeginGroup ( ) ;
for ( int i = 0 ; i < 3 ; + + i )
{
std : : string item_label = ( i = = 0 ) ? " X " : ( ( i = = 1 ) ? " Y " : " Z " ) ;
ImGui : : PushID ( i ) ;
ImGui : : PushItemWidth ( width ) ;
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value_changed | = ImGui : : InputDouble ( item_label . c_str ( ) , const_cast < double * > ( & value ( i ) ) , 0.0f , 0.0f , format . c_str ( ) ) ;
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ImGui : : PopID ( ) ;
}
ImGui : : EndGroup ( ) ;
return value_changed ;
}
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bool ImGuiWrapper : : checkbox ( const wxString & label , bool & value )
{
auto label_utf8 = into_u8 ( label ) ;
return ImGui : : Checkbox ( label_utf8 . c_str ( ) , & value ) ;
}
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void ImGuiWrapper : : text ( const wxString & label )
{
auto label_utf8 = into_u8 ( label ) ;
ImGui : : Text ( label_utf8 . c_str ( ) , NULL ) ;
}
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bool ImGuiWrapper : : want_mouse ( ) const
{
return ImGui : : GetIO ( ) . WantCaptureMouse ;
}
bool ImGuiWrapper : : want_keyboard ( ) const
{
return ImGui : : GetIO ( ) . WantCaptureKeyboard ;
}
bool ImGuiWrapper : : want_text_input ( ) const
{
return ImGui : : GetIO ( ) . WantTextInput ;
}
bool ImGuiWrapper : : want_any_input ( ) const
{
const auto io = ImGui : : GetIO ( ) ;
return io . WantCaptureMouse | | io . WantCaptureKeyboard | | io . WantTextInput ;
}
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void ImGuiWrapper : : create_device_objects ( )
{
create_fonts_texture ( ) ;
}
void ImGuiWrapper : : create_fonts_texture ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
glGenTextures ( 1 , & m_font_texture ) ;
glBindTexture ( GL_TEXTURE_2D , m_font_texture ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
io . Fonts - > TexID = ( ImTextureID ) ( intptr_t ) m_font_texture ;
// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
}
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void ImGuiWrapper : : render_draw_data ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO & io = ImGui : : GetIO ( ) ;
int fb_width = ( int ) ( draw_data - > DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( draw_data - > DisplaySize . y * io . DisplayFramebufferScale . y ) ;
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if ( fb_width = = 0 | | fb_height = = 0 )
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return ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
GLint last_polygon_mode [ 2 ] ; glGetIntegerv ( GL_POLYGON_MODE , last_polygon_mode ) ;
GLint last_viewport [ 4 ] ; glGetIntegerv ( GL_VIEWPORT , last_viewport ) ;
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GLint last_scissor_box [ 4 ] ; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box ) ;
glPushAttrib ( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT ) ;
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glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
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glDisable ( GL_LIGHTING ) ;
glDisable ( GL_COLOR_MATERIAL ) ;
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glEnable ( GL_SCISSOR_TEST ) ;
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glEnableClientState ( GL_VERTEX_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
glEnable ( GL_TEXTURE_2D ) ;
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glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
GLint texture_env_mode = GL_MODULATE ;
glGetTexEnviv ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , & texture_env_mode ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height ) ;
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glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glOrtho ( draw_data - > DisplayPos . x , draw_data - > DisplayPos . x + draw_data - > DisplaySize . x , draw_data - > DisplayPos . y + draw_data - > DisplaySize . y , draw_data - > DisplayPos . y , - 1.0f , + 1.0f ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
// Render command lists
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ImVec2 pos = draw_data - > DisplayPos ;
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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const ImDrawVert * vtx_buffer = cmd_list - > VtxBuffer . Data ;
const ImDrawIdx * idx_buffer = cmd_list - > IdxBuffer . Data ;
glVertexPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( const GLvoid * ) ( ( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , pos ) ) ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( const GLvoid * ) ( ( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , uv ) ) ) ;
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( ImDrawVert ) , ( const GLvoid * ) ( ( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , col ) ) ) ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback )
{
// User callback (registered via ImDrawList::AddCallback)
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
ImVec4 clip_rect = ImVec4 ( pcmd - > ClipRect . x - pos . x , pcmd - > ClipRect . y - pos . y , pcmd - > ClipRect . z - pos . x , pcmd - > ClipRect . w - pos . y ) ;
if ( clip_rect . x < fb_width & & clip_rect . y < fb_height & & clip_rect . z > = 0.0f & & clip_rect . w > = 0.0f )
{
// Apply scissor/clipping rectangle
glScissor ( ( int ) clip_rect . x , ( int ) ( fb_height - clip_rect . w ) , ( int ) ( clip_rect . z - clip_rect . x ) , ( int ) ( clip_rect . w - clip_rect . y ) ) ;
// Bind texture, Draw
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > TextureId ) ;
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glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd - > ElemCount , sizeof ( ImDrawIdx ) = = 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer ) ;
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}
}
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idx_buffer + = pcmd - > ElemCount ;
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}
}
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// Restore modified state
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glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , texture_env_mode ) ;
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glDisableClientState ( GL_COLOR_ARRAY ) ;
glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) last_texture ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glPopAttrib ( ) ;
glPolygonMode ( GL_FRONT , ( GLenum ) last_polygon_mode [ 0 ] ) ; glPolygonMode ( GL_BACK , ( GLenum ) last_polygon_mode [ 1 ] ) ;
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glViewport ( last_viewport [ 0 ] , last_viewport [ 1 ] , ( GLsizei ) last_viewport [ 2 ] , ( GLsizei ) last_viewport [ 3 ] ) ;
glScissor ( last_scissor_box [ 0 ] , last_scissor_box [ 1 ] , ( GLsizei ) last_scissor_box [ 2 ] , ( GLsizei ) last_scissor_box [ 3 ] ) ;
}
void ImGuiWrapper : : destroy_device_objects ( )
{
destroy_fonts_texture ( ) ;
}
void ImGuiWrapper : : destroy_fonts_texture ( )
{
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if ( m_font_texture ) {
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . Fonts - > TexID = 0 ;
glDeleteTextures ( 1 , & m_font_texture ) ;
m_font_texture = 0 ;
}
}
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} // namespace GUI
} // namespace Slic3r