PrusaSlicer-NonPlainar/src/slic3r/GUI/ImGuiWrapper.cpp

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#include "ImGuiWrapper.hpp"
#include <cstdio>
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#include <vector>
#include <cmath>
#include <stdexcept>
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#include <boost/format.hpp>
#include <boost/log/trivial.hpp>
#include <boost/filesystem.hpp>
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#include <wx/string.h>
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#include <wx/event.h>
#include <wx/clipbrd.h>
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#include <wx/debug.h>
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#include <GL/glew.h>
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include <imgui/imgui_internal.h>
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#include "libslic3r/libslic3r.h"
#include "libslic3r/Utils.hpp"
#include "3DScene.hpp"
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#include "GUI.hpp"
#include "I18N.hpp"
#include "Search.hpp"
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#include "../Utils/MacDarkMode.hpp"
#include "nanosvg/nanosvg.h"
#include "nanosvg/nanosvgrast.h"
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namespace Slic3r {
namespace GUI {
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static const std::map<const char, std::string> font_icons = {
{ImGui::PrintIconMarker , "cog" },
{ImGui::PrinterIconMarker , "printer" },
{ImGui::PrinterSlaIconMarker, "sla_printer"},
{ImGui::FilamentIconMarker , "spool" },
{ImGui::MaterialIconMarker , "resin" }
};
ImGuiWrapper::ImGuiWrapper()
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: m_glyph_ranges(nullptr)
, m_font_cjk(false)
, m_font_size(18.0)
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, m_font_texture(0)
, m_style_scaling(1.0)
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, m_mouse_buttons(0)
, m_disabled(false)
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, m_new_frame_open(false)
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{
ImGui::CreateContext();
init_input();
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init_style();
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ImGui::GetIO().IniFilename = nullptr;
}
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ImGuiWrapper::~ImGuiWrapper()
{
destroy_font();
ImGui::DestroyContext();
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}
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void ImGuiWrapper::set_language(const std::string &language)
{
if (m_new_frame_open) {
// ImGUI internally locks the font between NewFrame() and EndFrame()
// NewFrame() might've been called here because of input from the 3D scene;
// call EndFrame()
ImGui::EndFrame();
m_new_frame_open = false;
}
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const ImWchar *ranges = nullptr;
size_t idx = language.find('_');
std::string lang = (idx == std::string::npos) ? language : language.substr(0, idx);
static const ImWchar ranges_latin2[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0100, 0x017F, // Latin Extended-A
0,
};
static const ImWchar ranges_turkish[] = {
0x0020, 0x01FF, // Basic Latin + Latin Supplement
0x0100, 0x017F, // Latin Extended-A
0x0180, 0x01FF, // Turkish
0,
};
static const ImWchar ranges_vietnamese[] =
{
0x0020, 0x00FF, // Basic Latin
0x0102, 0x0103,
0x0110, 0x0111,
0x0128, 0x0129,
0x0168, 0x0169,
0x01A0, 0x01A1,
0x01AF, 0x01B0,
0x1EA0, 0x1EF9,
0,
};
m_font_cjk = false;
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if (lang == "cs" || lang == "pl") {
ranges = ranges_latin2;
} else if (lang == "ru" || lang == "uk") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
} else if (lang == "tr") {
ranges = ranges_turkish;
} else if (lang == "vi") {
ranges = ranges_vietnamese;
} else if (lang == "ja") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
m_font_cjk = true;
} else if (lang == "ko") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesKorean(); // Default + Korean characters
m_font_cjk = true;
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} else if (lang == "zh") {
ranges = (language == "zh_TW") ?
// Traditional Chinese
// Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
ImGui::GetIO().Fonts->GetGlyphRangesChineseFull() :
// Simplified Chinese
// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
ImGui::GetIO().Fonts->GetGlyphRangesChineseSimplifiedCommon();
m_font_cjk = true;
} else if (lang == "th") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesThai(); // Default + Thai characters
} else {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesDefault(); // Basic Latin, Extended Latin
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}
if (ranges != m_glyph_ranges) {
m_glyph_ranges = ranges;
destroy_font();
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}
}
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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);
}
void ImGuiWrapper::set_scaling(float font_size, float scale_style, float scale_both)
{
font_size *= scale_both;
scale_style *= scale_both;
if (m_font_size == font_size && m_style_scaling == scale_style) {
return;
}
m_font_size = font_size;
ImGui::GetStyle().ScaleAllSizes(scale_style / m_style_scaling);
m_style_scaling = scale_style;
destroy_font();
}
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bool ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
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{
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if (! display_initialized()) {
return false;
}
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ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
io.MouseDown[0] = evt.LeftIsDown();
io.MouseDown[1] = evt.RightIsDown();
io.MouseDown[2] = evt.MiddleIsDown();
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unsigned buttons = (evt.LeftIsDown() ? 1 : 0) | (evt.RightIsDown() ? 2 : 0) | (evt.MiddleIsDown() ? 4 : 0);
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m_mouse_buttons = buttons;
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new_frame();
return want_mouse();
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}
bool ImGuiWrapper::update_key_data(wxKeyEvent &evt)
{
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if (! display_initialized()) {
return false;
}
ImGuiIO& io = ImGui::GetIO();
if (evt.GetEventType() == wxEVT_CHAR) {
// Char event
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const auto key = evt.GetUnicodeKey();
if (key != 0) {
io.AddInputCharacter(key);
}
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new_frame();
return want_keyboard() || want_text_input();
} else {
// Key up/down event
int key = evt.GetKeyCode();
wxCHECK_MSG(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown), false, "Received invalid key code");
io.KeysDown[key] = evt.GetEventType() == wxEVT_KEY_DOWN;
io.KeyShift = evt.ShiftDown();
io.KeyCtrl = evt.ControlDown();
io.KeyAlt = evt.AltDown();
io.KeySuper = evt.MetaDown();
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new_frame();
return want_keyboard() || want_text_input();
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}
}
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void ImGuiWrapper::new_frame()
{
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if (m_new_frame_open) {
return;
}
if (m_font_texture == 0) {
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init_font(true);
}
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ImGui::NewFrame();
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m_new_frame_open = true;
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}
void ImGuiWrapper::render()
{
ImGui::Render();
render_draw_data(ImGui::GetDrawData());
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m_new_frame_open = false;
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}
ImVec2 ImGuiWrapper::calc_text_size(const wxString &text)
{
auto text_utf8 = into_u8(text);
ImVec2 size = ImGui::CalcTextSize(text_utf8.c_str());
/*#ifdef __linux__
size.x *= m_style_scaling;
size.y *= m_style_scaling;
#endif*/
return size;
}
void ImGuiWrapper::set_next_window_pos(float x, float y, int flag, float pivot_x, float pivot_y)
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{
ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag, ImVec2(pivot_x, pivot_y));
ImGui::SetNextWindowSize(ImVec2(0.0, 0.0));
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}
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);
}
bool ImGuiWrapper::begin(const std::string& name, bool* close, int flags)
{
return ImGui::Begin(name.c_str(), close, (ImGuiWindowFlags)flags);
}
bool ImGuiWrapper::begin(const wxString& name, bool* close, int flags)
{
return begin(into_u8(name), close, 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::radio_button(const wxString &label, bool active)
{
auto label_utf8 = into_u8(label);
return ImGui::RadioButton(label_utf8.c_str(), active);
}
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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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}
bool ImGuiWrapper::input_double(const wxString &label, const double &value, const std::string &format)
{
auto label_utf8 = into_u8(label);
return input_double(label_utf8, value, format);
}
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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);
}
void ImGuiWrapper::text(const char *label)
{
ImGui::Text(label, NULL);
}
void ImGuiWrapper::text(const std::string &label)
{
this->text(label.c_str());
}
void ImGuiWrapper::text(const wxString &label)
{
auto label_utf8 = into_u8(label);
this->text(label_utf8.c_str());
}
bool ImGuiWrapper::slider_float(const char* label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/)
{
return ImGui::SliderFloat(label, v, v_min, v_max, format, power);
}
bool ImGuiWrapper::slider_float(const std::string& label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/)
{
return this->slider_float(label.c_str(), v, v_min, v_max, format, power);
}
bool ImGuiWrapper::slider_float(const wxString& label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/)
{
auto label_utf8 = into_u8(label);
return this->slider_float(label_utf8.c_str(), v, v_min, v_max, format, power);
}
bool ImGuiWrapper::combo(const wxString& label, const std::vector<std::string>& options, int& selection)
{
// this is to force the label to the left of the widget:
text(label);
ImGui::SameLine();
int selection_out = -1;
bool res = false;
const char *selection_str = selection < (int)options.size() ? options[selection].c_str() : "";
if (ImGui::BeginCombo("", selection_str)) {
for (int i = 0; i < (int)options.size(); i++) {
if (ImGui::Selectable(options[i].c_str(), i == selection)) {
selection_out = i;
}
}
ImGui::EndCombo();
res = true;
}
selection = selection_out;
return res;
}
// Scroll up for one item
static void scroll_up()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float item_size_y = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y;
float win_top = window->Scroll.y;
ImGui::SetScrollY(win_top - item_size_y);
}
// Scroll down for one item
static void scroll_down()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float item_size_y = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y;
float win_top = window->Scroll.y;
ImGui::SetScrollY(win_top + item_size_y);
}
static void process_mouse_wheel(int& mouse_wheel)
{
if (mouse_wheel > 0)
scroll_up();
else if (mouse_wheel < 0)
scroll_down();
mouse_wheel = 0;
}
bool ImGuiWrapper::undo_redo_list(const ImVec2& size, const bool is_undo, bool (*items_getter)(const bool , int , const char**), int& hovered, int& selected, int& mouse_wheel)
{
bool is_hovered = false;
ImGui::ListBoxHeader("", size);
int i=0;
const char* item_text;
while (items_getter(is_undo, i, &item_text))
{
ImGui::Selectable(item_text, i < hovered);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("%s", item_text);
hovered = i;
is_hovered = true;
}
if (ImGui::IsItemClicked())
selected = i;
i++;
}
if (is_hovered)
process_mouse_wheel(mouse_wheel);
ImGui::ListBoxFooter();
return is_hovered;
}
// It's a copy of IMGui::Selactable function.
// But a little beat modified to change a label text.
// If item is hovered we should use another color for highlighted letters.
// To do that we push a ColorMarkerHovered symbol at the very beginning of the label
// This symbol will be used to a color selection for the highlighted letters.
// see imgui_draw.cpp, void ImFont::RenderText()
static bool selectable(const char* label, bool selected, ImGuiSelectableFlags flags = 0, const ImVec2& size_arg = ImVec2(0, 0))
{
ImGuiWindow* window = ImGui::GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
ImGui::PushColumnsBackground();
ImGuiID id = window->GetID(label);
ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
ImRect bb_inner(pos, pos + size);
ImGui::ItemSize(size, 0.0f);
// Fill horizontal space.
ImVec2 window_padding = window->WindowPadding;
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x;
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
ImRect bb(pos, pos + size_draw);
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
bb.Max.x += window_padding.x;
// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
const float spacing_x = style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y;
const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U;
bb.Max.x += (spacing_x - spacing_L);
bb.Max.y += (spacing_y - spacing_U);
bool item_add;
if (flags & ImGuiSelectableFlags_Disabled)
{
ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
item_add = ImGui::ItemAdd(bb, id);
window->DC.ItemFlags = backup_item_flags;
}
else
{
item_add = ImGui::ItemAdd(bb, id);
}
if (!item_add)
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
ImGui::PopColumnsBackground();
return false;
}
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
if (flags & ImGuiSelectableFlags_PressedOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_PressedOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
const bool was_selected = selected;
bool hovered, held;
bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
g.NavDisableHighlight = true;
ImGui::SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
}
}
if (pressed)
ImGui::MarkItemEdited(id);
if (flags & ImGuiSelectableFlags_AllowItemOverlap)
ImGui::SetItemAllowOverlap();
// In this branch, Selectable() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))
hovered = true;
if (hovered || selected)
{
const ImU32 col = ImGui::GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
ImGui::RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
ImGui::RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
}
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
{
ImGui::PopColumnsBackground();
bb.Max.x -= (ImGui::GetContentRegionMax().x - max_x);
}
// mark a label with a ImGui::ColorMarkerHovered, if item is hovered
char* marked_label = new char[255];
if (hovered)
sprintf(marked_label, "%c%s", ImGui::ColorMarkerHovered, label);
else
strcpy(marked_label, label);
if (flags & ImGuiSelectableFlags_Disabled) ImGui::PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
ImGui::RenderTextClipped(bb_inner.Min, bb_inner.Max, marked_label, NULL, &label_size, style.SelectableTextAlign, &bb);
if (flags & ImGuiSelectableFlags_Disabled) ImGui::PopStyleColor();
delete[] marked_label;
// Automatically close popups
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) ImGui::CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return pressed;
}
// Scroll so that the hovered item is at the top of the window
static void scroll_y(int hover_id)
{
if (hover_id < 0)
return;
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float item_size_y = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y;
float item_delta = 0.5 * item_size_y;
float item_top = item_size_y * hover_id;
float item_bottom = item_top + item_size_y;
float win_top = window->Scroll.y;
float win_bottom = window->Scroll.y + window->Size.y;
if (item_bottom + item_delta >= win_bottom)
ImGui::SetScrollY(win_top + item_size_y);
else if (item_top - item_delta <= win_top)
ImGui::SetScrollY(win_top - item_size_y);
}
// Use this function instead of ImGui::IsKeyPressed.
// ImGui::IsKeyPressed is related for *GImGui.IO.KeysDownDuration[user_key_index]
// And after first key pressing IsKeyPressed() return "true" always even if key wasn't pressed
static void process_key_down(ImGuiKey imgui_key, std::function<void()> f)
{
if (ImGui::IsKeyDown(ImGui::GetKeyIndex(imgui_key)))
{
f();
// set KeysDown to false to avoid redundant key down processing
ImGuiContext& g = *GImGui;
g.IO.KeysDown[ImGui::GetKeyIndex(imgui_key)] = false;
}
}
void ImGuiWrapper::search_list(const ImVec2& size_, bool (*items_getter)(int, const char** label, const char** tooltip), char* search_str,
Search::OptionViewParameters& view_params, int& selected, bool& edited, int& mouse_wheel, bool is_localized)
{
int& hovered_id = view_params.hovered_id;
// ImGui::ListBoxHeader("", size);
{
// rewrote part of function to add a TextInput instead of label Text
ImGuiContext& g = *GImGui;
ImGuiWindow* window = ImGui::GetCurrentWindow();
if (window->SkipItems)
return ;
const ImGuiStyle& style = g.Style;
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
ImVec2 size = ImGui::CalcItemSize(size_, ImGui::CalcItemWidth(), ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
ImRect frame_bb(window->DC.CursorPos, ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y + size.y));
ImRect bb(frame_bb.Min, frame_bb.Max);
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
g.NextItemData.ClearFlags();
if (!ImGui::IsRectVisible(bb.Min, bb.Max))
{
ImGui::ItemSize(bb.GetSize(), style.FramePadding.y);
ImGui::ItemAdd(bb, 0, &frame_bb);
return ;
}
ImGui::BeginGroup();
const ImGuiID id = ImGui::GetID(search_str);
ImVec2 search_size = ImVec2(size.x, ImGui::GetTextLineHeightWithSpacing() + style.ItemSpacing.y);
if (!ImGui::IsAnyItemFocused() && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0))
ImGui::SetKeyboardFocusHere(0);
// The press on Esc key invokes editing of InputText (removes last changes)
// So we should save previous value...
std::string str = search_str;
ImGui::InputTextEx("", NULL, search_str, 20, search_size, ImGuiInputTextFlags_AutoSelectAll, NULL, NULL);
edited = ImGui::IsItemEdited();
if (edited)
hovered_id = 0;
process_key_down(ImGuiKey_Escape, [&selected, search_str, str]() {
// use 9999 to mark selection as a Esc key
selected = 9999;
// ... and when Esc key was pressed, than revert search_str value
strcpy(search_str, str.c_str());
});
ImGui::BeginChildFrame(id, frame_bb.GetSize());
}
int i = 0;
const char* item_text;
const char* tooltip;
int mouse_hovered = -1;
while (items_getter(i, &item_text, &tooltip))
{
selectable(item_text, i == hovered_id);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("%s", /*item_text*/tooltip);
hovered_id = -1;
mouse_hovered = i;
}
if (ImGui::IsItemClicked())
selected = i;
i++;
}
// Process mouse wheel
if (mouse_hovered > 0)
process_mouse_wheel(mouse_wheel);
// process Up/DownArrows and Enter
process_key_down(ImGuiKey_UpArrow, [&hovered_id, mouse_hovered]() {
if (mouse_hovered > 0)
scroll_up();
else {
if (hovered_id > 0)
--hovered_id;
scroll_y(hovered_id);
}
});
process_key_down(ImGuiKey_DownArrow, [&hovered_id, mouse_hovered, i]() {
if (mouse_hovered > 0)
scroll_down();
else {
if (hovered_id < 0)
hovered_id = 0;
else if (hovered_id < i - 1)
++hovered_id;
scroll_y(hovered_id);
}
});
process_key_down(ImGuiKey_Enter, [&selected, hovered_id]() {
selected = hovered_id;
});
ImGui::ListBoxFooter();
auto check_box = [&edited, this](const wxString& label, bool& check) {
ImGui::SameLine();
bool ch = check;
checkbox(label, ch);
if (ImGui::IsItemClicked()) {
check = !check;
edited = true;
}
};
// add checkboxes for show/hide Categories and Groups
text(_L("Use for search")+":");
check_box(_L("Category"), view_params.category);
if (is_localized)
check_box(_L("Search in English"), view_params.english);
}
void ImGuiWrapper::disabled_begin(bool disabled)
{
wxCHECK_RET(!m_disabled, "ImGUI: Unbalanced disabled_begin() call");
if (disabled) {
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.5f);
m_disabled = true;
}
}
void ImGuiWrapper::disabled_end()
{
if (m_disabled) {
ImGui::PopItemFlag();
ImGui::PopStyleVar();
m_disabled = false;
}
}
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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;
}
#ifdef __APPLE__
static const ImWchar ranges_keyboard_shortcuts[] =
{
0x21E7, 0x21E7, // OSX Shift Key symbol
0x2318, 0x2318, // OSX Command Key symbol
0x2325, 0x2325, // OSX Option Key symbol
0,
};
#endif // __APPLE__
std::vector<unsigned char> ImGuiWrapper::load_svg(const std::string& bitmap_name, unsigned target_width, unsigned target_height)
{
std::vector<unsigned char> empty_vector;
#ifdef __WXMSW__
std::string folder = "white\\";
#else
std::string folder = "white/";
#endif
if (!boost::filesystem::exists(Slic3r::var(folder + bitmap_name + ".svg")))
folder.clear();
NSVGimage* image = ::nsvgParseFromFile(Slic3r::var(folder + bitmap_name + ".svg").c_str(), "px", 96.0f);
if (image == nullptr)
return empty_vector;
float svg_scale = target_height != 0 ?
(float)target_height / image->height : target_width != 0 ?
(float)target_width / image->width : 1;
int width = (int)(svg_scale * image->width + 0.5f);
int height = (int)(svg_scale * image->height + 0.5f);
int n_pixels = width * height;
if (n_pixels <= 0) {
::nsvgDelete(image);
return empty_vector;
}
NSVGrasterizer* rast = ::nsvgCreateRasterizer();
if (rast == nullptr) {
::nsvgDelete(image);
return empty_vector;
}
std::vector<unsigned char> data(n_pixels * 4, 0);
::nsvgRasterize(rast, image, 0, 0, svg_scale, data.data(), width, height, width * 4);
::nsvgDeleteRasterizer(rast);
::nsvgDelete(image);
return data;
}
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void ImGuiWrapper::init_font(bool compress)
{
destroy_font();
ImGuiIO& io = ImGui::GetIO();
io.Fonts->Clear();
// Create ranges of characters from m_glyph_ranges, possibly adding some OS specific special characters.
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
builder.AddRanges(m_glyph_ranges);
#ifdef __APPLE__
if (m_font_cjk)
// Apple keyboard shortcuts are only contained in the CJK fonts.
builder.AddRanges(ranges_keyboard_shortcuts);
#endif
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
//FIXME replace with io.Fonts->AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, m_font_size, nullptr, ranges.Data);
//https://github.com/ocornut/imgui/issues/220
ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/" + (m_font_cjk ? "NotoSansCJK-Regular.ttc" : "NotoSans-Regular.ttf")).c_str(), m_font_size, nullptr, ranges.Data);
if (font == nullptr) {
font = io.Fonts->AddFontDefault();
if (font == nullptr) {
throw std::runtime_error("ImGui: Could not load deafult font");
}
}
#ifdef __APPLE__
ImFontConfig config;
config.MergeMode = true;
if (! m_font_cjk) {
// Apple keyboard shortcuts are only contained in the CJK fonts.
ImFont *font_cjk = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/NotoSansCJK-Regular.ttc").c_str(), m_font_size, &config, ranges_keyboard_shortcuts);
assert(font_cjk != nullptr);
}
#endif
float font_scale = m_font_size/15;
int icon_sz = lround(16 * font_scale); // default size of icon is 16 px
int rect_id = io.Fonts->CustomRects.Size; // id of the rectangle added next
// add rectangles for the icons to the font atlas
for (auto& icon : font_icons)
io.Fonts->AddCustomRectFontGlyph(font, icon.first, icon_sz, icon_sz, 3.0 * font_scale + icon_sz);
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// Build texture atlas
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.
// Fill rectangles from the SVG-icons
for (auto icon : font_icons) {
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) {
std::vector<unsigned char> raw_data = load_svg(icon.second, icon_sz, icon_sz);
const ImU32* pIn = (ImU32*)raw_data.data();
for (int y = 0; y < icon_sz; y++) {
ImU32* pOut = (ImU32*)pixels + (rect->Y + y) * width + (rect->X);
for (int x = 0; x < icon_sz; x++)
*pOut++ = *pIn++;
}
}
rect_id++;
}
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// Upload texture to graphics system
GLint last_texture;
glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
glsafe(::glGenTextures(1, &m_font_texture));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_font_texture));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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if (compress && GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)m_font_texture;
// Restore state
glsafe(::glBindTexture(GL_TEXTURE_2D, last_texture));
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}
void ImGuiWrapper::init_input()
{
ImGuiIO& io = ImGui::GetIO();
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = WXK_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = WXK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = WXK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = WXK_UP;
io.KeyMap[ImGuiKey_DownArrow] = WXK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = WXK_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = WXK_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = WXK_HOME;
io.KeyMap[ImGuiKey_End] = WXK_END;
io.KeyMap[ImGuiKey_Insert] = WXK_INSERT;
io.KeyMap[ImGuiKey_Delete] = WXK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = WXK_BACK;
io.KeyMap[ImGuiKey_Space] = WXK_SPACE;
io.KeyMap[ImGuiKey_Enter] = WXK_RETURN;
io.KeyMap[ImGuiKey_Escape] = WXK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
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// Don't let imgui special-case Mac, wxWidgets already do that
io.ConfigMacOSXBehaviors = false;
// Setup clipboard interaction callbacks
io.SetClipboardTextFn = clipboard_set;
io.GetClipboardTextFn = clipboard_get;
io.ClipboardUserData = this;
}
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void ImGuiWrapper::init_style()
{
ImGuiStyle &style = ImGui::GetStyle();
auto set_color = [&](ImGuiCol_ col, unsigned hex_color) {
style.Colors[col] = ImVec4(
((hex_color >> 24) & 0xff) / 255.0f,
((hex_color >> 16) & 0xff) / 255.0f,
((hex_color >> 8) & 0xff) / 255.0f,
(hex_color & 0xff) / 255.0f);
};
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static const unsigned COL_WINDOW_BACKGROND = 0x222222cc;
static const unsigned COL_GREY_DARK = 0x555555ff;
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static const unsigned COL_GREY_LIGHT = 0x666666ff;
static const unsigned COL_ORANGE_DARK = 0xc16737ff;
static const unsigned COL_ORANGE_LIGHT = 0xff7d38ff;
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// Window
style.WindowRounding = 4.0f;
set_color(ImGuiCol_WindowBg, COL_WINDOW_BACKGROND);
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set_color(ImGuiCol_TitleBgActive, COL_ORANGE_DARK);
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// Generics
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set_color(ImGuiCol_FrameBg, COL_GREY_DARK);
set_color(ImGuiCol_FrameBgHovered, COL_GREY_LIGHT);
set_color(ImGuiCol_FrameBgActive, COL_GREY_LIGHT);
// Text selection
set_color(ImGuiCol_TextSelectedBg, COL_ORANGE_DARK);
// Buttons
set_color(ImGuiCol_Button, COL_ORANGE_DARK);
set_color(ImGuiCol_ButtonHovered, COL_ORANGE_LIGHT);
set_color(ImGuiCol_ButtonActive, COL_ORANGE_LIGHT);
// Checkbox
set_color(ImGuiCol_CheckMark, COL_ORANGE_LIGHT);
// ComboBox items
set_color(ImGuiCol_Header, COL_ORANGE_DARK);
set_color(ImGuiCol_HeaderHovered, COL_ORANGE_LIGHT);
set_color(ImGuiCol_HeaderActive, COL_ORANGE_LIGHT);
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// Slider
set_color(ImGuiCol_SliderGrab, COL_ORANGE_DARK);
set_color(ImGuiCol_SliderGrabActive, COL_ORANGE_LIGHT);
// Separator
set_color(ImGuiCol_Separator, COL_ORANGE_LIGHT);
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}
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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);
if (fb_width == 0 || fb_height == 0)
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return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// 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.
GLint last_texture; glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
glsafe(::glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_LIGHTING));
glsafe(::glDisable(GL_COLOR_MATERIAL));
glsafe(::glEnable(GL_SCISSOR_TEST));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glEnableClientState(GL_COLOR_ARRAY));
glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
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GLint texture_env_mode = GL_MODULATE;
glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
//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
// 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.
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
glsafe(::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));
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPushMatrix());
glsafe(::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];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glsafe(::glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))));
glsafe(::glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))));
glsafe(::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
glsafe(::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)));
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// Bind texture, Draw
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer));
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}
}
idx_buffer += pcmd->ElemCount;
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}
}
// Restore modified state
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texture_env_mode));
glsafe(::glDisableClientState(GL_COLOR_ARRAY));
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix());
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glPopMatrix());
glsafe(::glPopAttrib());
glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]));
glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
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}
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bool ImGuiWrapper::display_initialized() const
{
const ImGuiIO& io = ImGui::GetIO();
return io.DisplaySize.x >= 0.0f && io.DisplaySize.y >= 0.0f;
}
void ImGuiWrapper::destroy_font()
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{
if (m_font_texture != 0) {
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ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = 0;
glsafe(::glDeleteTextures(1, &m_font_texture));
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m_font_texture = 0;
}
}
const char* ImGuiWrapper::clipboard_get(void* user_data)
{
ImGuiWrapper *self = reinterpret_cast<ImGuiWrapper*>(user_data);
const char* res = "";
if (wxTheClipboard->Open()) {
if (wxTheClipboard->IsSupported(wxDF_TEXT)) {
wxTextDataObject data;
wxTheClipboard->GetData(data);
if (data.GetTextLength() > 0) {
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self->m_clipboard_text = into_u8(data.GetText());
res = self->m_clipboard_text.c_str();
}
}
wxTheClipboard->Close();
}
return res;
}
void ImGuiWrapper::clipboard_set(void* /* user_data */, const char* text)
{
if (wxTheClipboard->Open()) {
wxTheClipboard->SetData(new wxTextDataObject(wxString::FromUTF8(text))); // object owned by the clipboard
wxTheClipboard->Close();
}
}
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} // namespace GUI
} // namespace Slic3r