324 lines
11 KiB
C++
324 lines
11 KiB
C++
#include "ImGuiWrapper.hpp"
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#include <cstdio>
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#include <vector>
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#include <boost/format.hpp>
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#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 {
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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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}
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ImGuiWrapper::~ImGuiWrapper()
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{
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destroy_device_objects();
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ImGui::DestroyContext();
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}
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bool ImGuiWrapper::init()
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{
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/NotoSans-Regular.ttf").c_str(), 18.0f);
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if (font == nullptr) {
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font = io.Fonts->AddFontDefault();
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if (font == nullptr)
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return false;
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}
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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;
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return true;
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}
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void ImGuiWrapper::set_display_size(float w, float h)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(w, h);
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io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
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}
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bool ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
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io.MouseDown[0] = evt.LeftDown();
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io.MouseDown[1] = evt.RightDown();
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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;
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m_mouse_buttons = buttons;
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return res;
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}
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void ImGuiWrapper::new_frame()
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{
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if (m_font_texture == 0)
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create_device_objects();
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ImGui::NewFrame();
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}
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void ImGuiWrapper::render()
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{
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ImGui::Render();
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render_draw_data(ImGui::GetDrawData());
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}
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void ImGuiWrapper::set_next_window_pos(float x, float y, int flag)
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{
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ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag);
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}
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void ImGuiWrapper::set_next_window_bg_alpha(float alpha)
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{
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ImGui::SetNextWindowBgAlpha(alpha);
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}
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bool ImGuiWrapper::begin(const std::string &name, int flags)
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{
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return ImGui::Begin(name.c_str(), nullptr, (ImGuiWindowFlags)flags);
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}
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bool ImGuiWrapper::begin(const wxString &name, int flags)
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{
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return begin(into_u8(name), flags);
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}
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void ImGuiWrapper::end()
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{
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ImGui::End();
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}
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bool ImGuiWrapper::button(const wxString &label)
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{
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auto label_utf8 = into_u8(label);
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return ImGui::Button(label_utf8.c_str());
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}
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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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}
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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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{
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bool value_changed = false;
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ImGui::BeginGroup();
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for (int i = 0; i < 3; ++i)
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{
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std::string item_label = (i == 0) ? "X" : ((i == 1) ? "Y" : "Z");
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ImGui::PushID(i);
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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();
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}
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ImGui::EndGroup();
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return value_changed;
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}
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bool ImGuiWrapper::checkbox(const wxString &label, bool &value)
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{
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auto label_utf8 = into_u8(label);
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return ImGui::Checkbox(label_utf8.c_str(), &value);
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}
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void ImGuiWrapper::text(const wxString &label)
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{
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auto label_utf8 = into_u8(label);
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ImGui::Text(label_utf8.c_str(), NULL);
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}
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bool ImGuiWrapper::want_mouse() const
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{
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return ImGui::GetIO().WantCaptureMouse;
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}
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bool ImGuiWrapper::want_keyboard() const
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{
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return ImGui::GetIO().WantCaptureKeyboard;
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}
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bool ImGuiWrapper::want_text_input() const
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{
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return ImGui::GetIO().WantTextInput;
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}
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bool ImGuiWrapper::want_any_input() const
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{
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const auto io = ImGui::GetIO();
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return io.WantCaptureMouse || io.WantCaptureKeyboard || io.WantTextInput;
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}
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void ImGuiWrapper::create_device_objects()
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{
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create_fonts_texture();
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}
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void ImGuiWrapper::create_fonts_texture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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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.
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &m_font_texture);
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glBindTexture(GL_TEXTURE_2D, m_font_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)(intptr_t)m_font_texture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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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();
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int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
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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;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// 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);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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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);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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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);
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GLint texture_env_mode = GL_MODULATE;
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode);
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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);
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glPushMatrix();
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glLoadIdentity();
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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);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Render command lists
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ImVec2 pos = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
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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++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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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
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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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}
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idx_buffer += pcmd->ElemCount;
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}
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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);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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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]);
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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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void ImGuiWrapper::destroy_device_objects()
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{
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destroy_fonts_texture();
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}
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void ImGuiWrapper::destroy_fonts_texture()
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{
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if (m_font_texture) {
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->TexID = 0;
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glDeleteTextures(1, &m_font_texture);
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m_font_texture = 0;
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}
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}
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} // namespace GUI
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} // namespace Slic3r
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