1 #include "ImGuiRenderer.h"
2 #include <QDateTime>
3 #include <QGuiApplication>
4 #include <QMouseEvent>
5 #include <QClipboard>
6 #include <QCursor>
7 #include <QDebug>
8 
9 namespace QtImGui {
10 
11 namespace {
12 
13 QHash<int, ImGuiKey> keyMap = {
14     { Qt::Key_Tab, ImGuiKey_Tab },
15     { Qt::Key_Left, ImGuiKey_LeftArrow },
16     { Qt::Key_Right, ImGuiKey_RightArrow },
17     { Qt::Key_Up, ImGuiKey_UpArrow },
18     { Qt::Key_Down, ImGuiKey_DownArrow },
19     { Qt::Key_PageUp, ImGuiKey_PageUp },
20     { Qt::Key_PageDown, ImGuiKey_PageDown },
21     { Qt::Key_Home, ImGuiKey_Home },
22     { Qt::Key_End, ImGuiKey_End },
23     { Qt::Key_Delete, ImGuiKey_Delete },
24     { Qt::Key_Backspace, ImGuiKey_Backspace },
25     { Qt::Key_Enter, ImGuiKey_Enter },
26     { Qt::Key_Escape, ImGuiKey_Escape },
27     { Qt::Key_A, ImGuiKey_A },
28     { Qt::Key_C, ImGuiKey_C },
29     { Qt::Key_V, ImGuiKey_V },
30     { Qt::Key_X, ImGuiKey_X },
31     { Qt::Key_Y, ImGuiKey_Y },
32     { Qt::Key_Z, ImGuiKey_Z },
33 };
34 
35 QByteArray g_currentClipboardText;
36 
37 }
38 
initialize(WindowWrapper * window)39 void ImGuiRenderer::initialize(WindowWrapper *window) {
40     m_window.reset(window);
41     initializeOpenGLFunctions();
42     g_fun = new QOpenGLFunctions_3_2_Core();
43     g_fun->initializeOpenGLFunctions();
44 
45     ImGui::CreateContext();
46 
47     ImGuiIO &io = ImGui::GetIO();
48     for (ImGuiKey key : keyMap.values()) {
49         io.KeyMap[key] = key;
50     }
51 
52     io.RenderDrawListsFn = [](ImDrawData *drawData) {
53         instance()->renderDrawList(drawData);
54     };
55     io.SetClipboardTextFn = [](void *user_data, const char *text) {
56         Q_UNUSED(user_data);
57         QGuiApplication::clipboard()->setText(text);
58     };
59     io.GetClipboardTextFn = [](void *user_data) {
60         Q_UNUSED(user_data);
61         g_currentClipboardText = QGuiApplication::clipboard()->text().toUtf8();
62         return (const char *)g_currentClipboardText.data();
63     };
64     io.IniFilename = nullptr;
65 
66     window->installEventFilter(this);
67 }
68 
renderDrawList(ImDrawData * draw_data)69 void ImGuiRenderer::renderDrawList(ImDrawData *draw_data)
70 {
71     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
72     ImGuiIO& io = ImGui::GetIO();
73     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
74     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
75     if (fb_width == 0 || fb_height == 0)
76         return;
77     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
78 
79     // Backup GL state
80     GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
81     glActiveTexture(GL_TEXTURE0);
82     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
83     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
84     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
85     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
86     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
87     GLint last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
88     GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
89     GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
90     GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
91     GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
92     GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
93     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
94     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
95     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
96     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
97     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
98     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
99 
100     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
101     glEnable(GL_BLEND);
102     glBlendEquation(GL_FUNC_ADD);
103     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104     glDisable(GL_CULL_FACE);
105     glDisable(GL_DEPTH_TEST);
106     glEnable(GL_SCISSOR_TEST);
107 
108     // Setup viewport, orthographic projection matrix
109     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
110     const float ortho_projection[4][4] =
111     {
112         { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
113         { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
114         { 0.0f,                  0.0f,                  -1.0f, 0.0f },
115         {-1.0f,                  1.0f,                   0.0f, 1.0f },
116     };
117     glUseProgram(g_ShaderHandle);
118     glUniform1i(g_AttribLocationTex, 0);
119     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
120     g_fun->glBindVertexArray(g_VaoHandle);
121 
122     for (int n = 0; n < draw_data->CmdListsCount; n++)
123     {
124         const ImDrawList* cmd_list = draw_data->CmdLists[n];
125         const ImDrawIdx* idx_buffer_offset = 0;
126 
127         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
128         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
129 
130         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
131         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
132 
133         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
134         {
135             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
136             if (pcmd->UserCallback)
137             {
138                 pcmd->UserCallback(cmd_list, pcmd);
139             }
140             else
141             {
142                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
143                 glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
144                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
145             }
146             idx_buffer_offset += pcmd->ElemCount;
147         }
148     }
149 
150     // Restore modified GL state
151     glUseProgram(last_program);
152     glBindTexture(GL_TEXTURE_2D, last_texture);
153     glActiveTexture(last_active_texture);
154     g_fun->glBindVertexArray(last_vertex_array);
155     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
156     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
157     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
158     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
159     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
160     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
161     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
162     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
163     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
164     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
165 }
166 
createFontsTexture()167 bool ImGuiRenderer::createFontsTexture()
168 {
169     // Build texture atlas
170     ImGuiIO& io = ImGui::GetIO();
171     unsigned char* pixels;
172     int width, height;
173     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.
174 
175     // Upload texture to graphics system
176     GLint last_texture;
177     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
178     glGenTextures(1, &g_FontTexture);
179     glBindTexture(GL_TEXTURE_2D, g_FontTexture);
180     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
181     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
182     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
183 
184     // Store our identifier
185     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
186 
187     // Restore state
188     glBindTexture(GL_TEXTURE_2D, last_texture);
189 
190     return true;
191 }
192 
createDeviceObjects()193 bool ImGuiRenderer::createDeviceObjects()
194 {
195     // Backup GL state
196     GLint last_texture, last_array_buffer, last_vertex_array;
197     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
198     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
199     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
200 
201     const GLchar *vertex_shader =
202         "#version 330\n"
203         "uniform mat4 ProjMtx;\n"
204         "in vec2 Position;\n"
205         "in vec2 UV;\n"
206         "in vec4 Color;\n"
207         "out vec2 Frag_UV;\n"
208         "out vec4 Frag_Color;\n"
209         "void main()\n"
210         "{\n"
211         "	Frag_UV = UV;\n"
212         "	Frag_Color = Color;\n"
213         "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
214         "}\n";
215 
216     const GLchar* fragment_shader =
217         "#version 330\n"
218         "uniform sampler2D Texture;\n"
219         "in vec2 Frag_UV;\n"
220         "in vec4 Frag_Color;\n"
221         "out vec4 Out_Color;\n"
222         "void main()\n"
223         "{\n"
224         "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
225         "}\n";
226 
227     g_ShaderHandle = glCreateProgram();
228     g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
229     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
230     glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
231     glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
232     glCompileShader(g_VertHandle);
233     glCompileShader(g_FragHandle);
234     glAttachShader(g_ShaderHandle, g_VertHandle);
235     glAttachShader(g_ShaderHandle, g_FragHandle);
236     glLinkProgram(g_ShaderHandle);
237 
238     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
239     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
240     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
241     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
242     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
243 
244     glGenBuffers(1, &g_VboHandle);
245     glGenBuffers(1, &g_ElementsHandle);
246 
247     g_fun->glGenVertexArrays(1, &g_VaoHandle);
248     g_fun->glBindVertexArray(g_VaoHandle);
249     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
250     glEnableVertexAttribArray(g_AttribLocationPosition);
251     glEnableVertexAttribArray(g_AttribLocationUV);
252     glEnableVertexAttribArray(g_AttribLocationColor);
253 
254 #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
255     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
256     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
257     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
258 #undef OFFSETOF
259 
260     createFontsTexture();
261 
262     // Restore modified GL state
263     glBindTexture(GL_TEXTURE_2D, last_texture);
264     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
265     g_fun->glBindVertexArray(last_vertex_array);
266 
267     return true;
268 }
269 
newFrame()270 void ImGuiRenderer::newFrame()
271 {
272     if (!g_FontTexture)
273         createDeviceObjects();
274 
275     ImGuiIO& io = ImGui::GetIO();
276 
277     // Setup display size (every frame to accommodate for window resizing)
278     io.DisplaySize = ImVec2(m_window->size().width(), m_window->size().height());
279     io.DisplayFramebufferScale = ImVec2(m_window->devicePixelRatio(), m_window->devicePixelRatio());
280 
281     // Setup time step
282     double current_time =  QDateTime::currentMSecsSinceEpoch() / double(1000);
283     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
284     g_Time = current_time;
285 
286     // Setup inputs
287     // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
288     if (m_window->isActive())
289     {
290         auto pos = m_window->mapFromGlobal(QCursor::pos());
291         io.MousePos = ImVec2(pos.x(), pos.y());   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
292     }
293     else
294     {
295         io.MousePos = ImVec2(-1,-1);
296     }
297 
298     for (int i = 0; i < 3; i++)
299     {
300         io.MouseDown[i] = g_MousePressed[i];
301     }
302 
303     io.MouseWheelH = g_MouseWheelH;
304     io.MouseWheel = g_MouseWheel;
305     g_MouseWheelH = 0;
306     g_MouseWheel = 0;
307 
308     // Hide OS mouse cursor if ImGui is drawing it
309     // glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
310 
311     // Start the frame
312     ImGui::NewFrame();
313 }
314 
onMousePressedChange(QMouseEvent * event)315 void ImGuiRenderer::onMousePressedChange(QMouseEvent *event)
316 {
317     g_MousePressed[0] = event->buttons() & Qt::LeftButton;
318     g_MousePressed[1] = event->buttons() & Qt::RightButton;
319     g_MousePressed[2] = event->buttons() & Qt::MiddleButton;
320 }
321 
onWheel(QWheelEvent * event)322 void ImGuiRenderer::onWheel(QWheelEvent *event)
323 {
324     // 5 lines per unit
325     g_MouseWheelH += event->pixelDelta().x() / (ImGui::GetTextLineHeight());
326     g_MouseWheel += event->pixelDelta().y() / (5.0 * ImGui::GetTextLineHeight());
327 }
328 
onKeyPressRelease(QKeyEvent * event)329 void ImGuiRenderer::onKeyPressRelease(QKeyEvent *event)
330 {
331     ImGuiIO& io = ImGui::GetIO();
332     if (keyMap.contains(event->key())) {
333         io.KeysDown[keyMap[event->key()]] = event->type() == QEvent::KeyPress;
334     }
335 
336     if (event->type() == QEvent::KeyPress) {
337         QString text = event->text();
338         if (text.size() == 1) {
339             io.AddInputCharacter(text.at(0).unicode());
340         }
341     }
342 
343 #ifdef Q_OS_MAC
344     io.KeyCtrl = event->modifiers() & Qt::MetaModifier;
345     io.KeyShift = event->modifiers() & Qt::ShiftModifier;
346     io.KeyAlt = event->modifiers() & Qt::AltModifier;
347     io.KeySuper = event->modifiers() & Qt::ControlModifier; // Comamnd key
348 #else
349     io.KeyCtrl = event->modifiers() & Qt::ControlModifier;
350     io.KeyShift = event->modifiers() & Qt::ShiftModifier;
351     io.KeyAlt = event->modifiers() & Qt::AltModifier;
352     io.KeySuper = event->modifiers() & Qt::MetaModifier;
353 #endif
354 }
355 
eventFilter(QObject * watched,QEvent * event)356 bool ImGuiRenderer::eventFilter(QObject *watched, QEvent *event)
357 {
358     switch (event->type()) {
359     case QEvent::MouseButtonPress:
360     case QEvent::MouseButtonRelease:
361         this->onMousePressedChange(static_cast<QMouseEvent *>(event));
362         break;
363     case QEvent::Wheel:
364         this->onWheel(static_cast<QWheelEvent *>(event));
365         break;
366     case QEvent::KeyPress:
367     case QEvent::KeyRelease:
368         this->onKeyPressRelease(static_cast<QKeyEvent *>(event));
369         break;
370     default:
371         break;
372     }
373     return QObject::eventFilter(watched, event);
374 }
375 
instance()376 ImGuiRenderer* ImGuiRenderer::instance() {
377     static ImGuiRenderer* instance = nullptr;
378     if (!instance) {
379         instance = new ImGuiRenderer();
380     }
381     return instance;
382 }
383 
384 }
385