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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/graphics/sdl/sdl-graphics.h"
#include "backends/platform/sdl/sdl-sys.h"
#include "backends/platform/sdl/sdl.h"
#include "backends/events/sdl/sdl-events.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "common/config-manager.h"
#include "common/fs.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "graphics/scaler/aspect.h"
#ifdef USE_OSD
#include "common/translation.h"
#endif
#ifdef EMSCRIPTEN
#include "backends/platform/sdl/emscripten/emscripten.h"
#endif
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
#include "backends/imgui/backends/imgui_impl_sdl2.h"
#ifdef USE_OPENGL
#include "backends/imgui/backends/imgui_impl_opengl3.h"
#endif
#ifdef USE_IMGUI_SDLRENDERER2
#include "backends/imgui/backends/imgui_impl_sdlrenderer2.h"
#endif
#endif
SdlGraphicsManager::SdlGraphicsManager(SdlEventSource *source, SdlWindow *window)
: _eventSource(source), _window(window), _hwScreen(nullptr)
#if SDL_VERSION_ATLEAST(2, 0, 0)
, _allowWindowSizeReset(false), _hintedWidth(0), _hintedHeight(0), _lastFlags(0)
#endif
{
ConfMan.registerDefault("fullscreen_res", "desktop");
SDL_GetMouseState(&_cursorX, &_cursorY);
}
void SdlGraphicsManager::activateManager() {
_eventSource->setGraphicsManager(this);
// Register the graphics manager as a event observer
g_system->getEventManager()->getEventDispatcher()->registerObserver(this, 10, false);
}
void SdlGraphicsManager::deactivateManager() {
// Unregister the event observer
if (g_system->getEventManager()->getEventDispatcher()) {
g_system->getEventManager()->getEventDispatcher()->unregisterObserver(this);
}
_eventSource->setGraphicsManager(nullptr);
}
SdlGraphicsManager::State SdlGraphicsManager::getState() const {
State state;
state.screenWidth = getWidth();
state.screenHeight = getHeight();
state.aspectRatio = getFeatureState(OSystem::kFeatureAspectRatioCorrection);
state.fullscreen = getFeatureState(OSystem::kFeatureFullscreenMode);
state.cursorPalette = getFeatureState(OSystem::kFeatureCursorPalette);
state.vsync = getFeatureState(OSystem::kFeatureVSync);
#ifdef USE_RGB_COLOR
state.pixelFormat = getScreenFormat();
#endif
return state;
}
Common::RotationMode SdlGraphicsManager::getRotationMode() const {
#if SDL_VERSION_ATLEAST(2, 0, 0)
return Common::parseRotationMode(ConfMan.getInt("rotation_mode"));
#else
return Common::kRotationNormal;
#endif
}
bool SdlGraphicsManager::setState(const State &state) {
beginGFXTransaction();
#ifdef USE_RGB_COLOR
// When switching between the SDL and OpenGL graphics manager, the list
// of supported format changes. This means that the pixel format in the
// state may not be supported. In that case use the preferred supported
// pixel format instead.
Graphics::PixelFormat format = state.pixelFormat;
Common::List<Graphics::PixelFormat> supportedFormats = getSupportedFormats();
if (!supportedFormats.empty() && Common::find(supportedFormats.begin(), supportedFormats.end(), format) == supportedFormats.end())
format = supportedFormats.front();
initSize(state.screenWidth, state.screenHeight, &format);
#else
initSize(state.screenWidth, state.screenHeight, nullptr);
#endif
setFeatureState(OSystem::kFeatureAspectRatioCorrection, state.aspectRatio);
setFeatureState(OSystem::kFeatureFullscreenMode, state.fullscreen);
setFeatureState(OSystem::kFeatureCursorPalette, state.cursorPalette);
setFeatureState(OSystem::kFeatureVSync, state.vsync);
if (endGFXTransaction() != OSystem::kTransactionSuccess) {
return false;
} else {
return true;
}
}
Common::Rect SdlGraphicsManager::getPreferredFullscreenResolution() {
// Default to the desktop resolution, unless the user has set a
// resolution in the configuration file
const Common::String &fsres = ConfMan.get("fullscreen_res");
if (fsres != "desktop") {
uint newW, newH;
int converted = sscanf(fsres.c_str(), "%ux%u", &newW, &newH);
if (converted == 2) {
return Common::Rect(newW, newH);
} else {
warning("Could not parse 'fullscreen_res' option: expected WWWxHHH, got %s", fsres.c_str());
}
}
return _window->getDesktopResolution();
}
bool SdlGraphicsManager::defaultGraphicsModeConfig() const {
const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain);
if (transientDomain && transientDomain->contains("scaler")) {
const Common::String &mode = transientDomain->getVal("scaler");
if (!mode.equalsIgnoreCase("default")) {
return false;
}
}
const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
if (gameDomain && gameDomain->contains("scaler")) {
const Common::String &mode = gameDomain->getVal("scaler");
if (!mode.equalsIgnoreCase("default")) {
return false;
}
}
return true;
}
void SdlGraphicsManager::initSizeHint(const Graphics::ModeList &modes) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
const bool useDefault = defaultGraphicsModeConfig();
// This gets called from engine before they call initGraphics(), which means we cannot use getScaleFactor()
// because the scale factor in the backend has not yet been updated to use the game settings. So directly
// read the game settings. This may be -1, which means we want to use the default. Fortunately runGame()
// in main.cpp sets the gaphics mode (OpenGL or SurfaceSDL) before starting the engine. So we already have
// the correct graphics manager and we can call getDefaultScaleFactor() here.
int scale = ConfMan.getInt("scale_factor");
if (scale == -1) {
scale = getDefaultScaleFactor();
}
int16 bestWidth = 0, bestHeight = 0;
const Graphics::ModeList::const_iterator end = modes.end();
for (Graphics::ModeList::const_iterator it = modes.begin(); it != end; ++it) {
int16 width = it->width, height = it->height;
// TODO: Normalize AR correction by passing a PAR in the mode list
// instead of checking the dimensions here like this, since not all
// 320x200/640x400 uses are with non-square pixels (e.g. DreamWeb).
if (ConfMan.getBool("aspect_ratio")) {
if ((width == 320 && height == 200) || (width == 640 && height == 400)) {
height = real2Aspect(height);
}
}
if (!useDefault || width <= 320) {
width *= scale;
height *= scale;
}
if (bestWidth < width) {
bestWidth = width;
}
if (bestHeight < height) {
bestHeight = height;
}
}
_hintedWidth = bestWidth;
_hintedHeight = bestHeight;
#endif
}
bool SdlGraphicsManager::showMouse(bool visible) {
if (visible == _cursorVisible) {
return visible;
}
bool showCursor = false;
if (visible) {
// _cursorX and _cursorY are currently always clipped to the active
// area, so we need to ask SDL where the system's mouse cursor is
// instead
int x, y;
SDL_GetMouseState(&x, &y);
if (!_activeArea.drawRect.contains(Common::Point(x, y))) {
showCursor = true;
}
}
showSystemMouseCursor(showCursor);
return WindowedGraphicsManager::showMouse(visible);
}
bool SdlGraphicsManager::lockMouse(bool lock) {
return _window->lockMouse(lock);
}
bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
switch (getRotationMode()) {
case Common::kRotationNormal:
break;
case Common::kRotation90: {
int x0 = mouse.x, y0 = mouse.y;
mouse.x = CLIP<int16>(y0, 0, _windowHeight - 1);
mouse.y = CLIP<int16>(_windowWidth - 1 - x0, 0, _windowWidth - 1);
break;
}
case Common::kRotation180: {
mouse.x = CLIP<int16>(_windowWidth - 1 - mouse.x, 0, _windowWidth - 1);
mouse.y = CLIP<int16>(_windowHeight - 1 - mouse.y, 0, _windowHeight - 1);
break;
}
case Common::kRotation270: {
int x0 = mouse.x, y0 = mouse.y;
mouse.x = CLIP<int16>(_windowHeight - 1 - y0, 0, _windowHeight - 1);
mouse.y = CLIP<int16>(x0, 0, _windowWidth - 1);
break;
}
}
bool showCursor = false;
// Currently on macOS we need to scale the events for HiDPI screen, but on
// Windows we do not. We can find out if we need to do it by querying the
// SDL window size vs the SDL drawable size.
float dpiScale = _window->getSdlDpiScalingFactor();
mouse.x = (int)(mouse.x * dpiScale + 0.5f);
mouse.y = (int)(mouse.y * dpiScale + 0.5f);
bool valid = true;
if (_activeArea.drawRect.contains(mouse)) {
_cursorLastInActiveArea = true;
} else {
// The right/bottom edges are not part of the drawRect. As the clipping
// is done in drawable area coordinates, but the mouse position is set
// in window coordinates, we need to subtract as many pixels from the
// edges as corresponds to one pixel in the window coordinates.
mouse.x = CLIP<int>(mouse.x, _activeArea.drawRect.left,
_activeArea.drawRect.right - (int)(1 * dpiScale + 0.5f));
mouse.y = CLIP<int>(mouse.y, _activeArea.drawRect.top,
_activeArea.drawRect.bottom - (int)(1 * dpiScale + 0.5f));
if (_window->mouseIsGrabbed() ||
// Keep the mouse inside the game area during dragging to prevent an
// event mismatch where the mouseup event gets lost because it is
// performed outside of the game area
(_cursorLastInActiveArea && SDL_GetMouseState(nullptr, nullptr) != 0)) {
setSystemMousePosition(mouse.x, mouse.y);
} else {
// Allow the in-game mouse to get a final movement event to the edge
// of the window if the mouse was moved out of the game area
if (_cursorLastInActiveArea) {
_cursorLastInActiveArea = false;
} else if (_cursorVisible) {
// Keep sending events to the game if the cursor is invisible,
// since otherwise if a game lets you skip a cutscene by
// clicking and the user moved the mouse outside the active
// area, the clicks wouldn't do anything, which would be
// confusing
valid = false;
}
if (_cursorVisible) {
showCursor = true;
}
}
}
showSystemMouseCursor(showCursor);
if (valid) {
setMousePosition(mouse.x, mouse.y);
mouse = convertWindowToVirtual(mouse.x, mouse.y);
}
return valid;
}
void SdlGraphicsManager::showSystemMouseCursor(bool visible) {
SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
}
void SdlGraphicsManager::setSystemMousePosition(const int x, const int y) {
assert(_window);
if (!_window->warpMouseInWindow(x, y)) {
const Common::Point mouse = convertWindowToVirtual(x, y);
_eventSource->fakeWarpMouse(mouse.x, mouse.y);
}
}
void SdlGraphicsManager::notifyActiveAreaChanged() {
_window->setMouseRect(_activeArea.drawRect);
}
void SdlGraphicsManager::handleResizeImpl(const int width, const int height) {
_forceRedraw = true;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool SdlGraphicsManager::createOrUpdateWindow(int width, int height, const Uint32 flags) {
if (!_window) {
return false;
}
Common::RotationMode rotation = getRotationMode();
if (rotation == Common::kRotation90 || rotation == Common::kRotation270) {
int w = width, h = height;
width = h;
height = w;
}
// width *=3;
// height *=3;
// We only update the actual window when flags change (which usually means
// fullscreen mode is entered/exited), when updates are forced so that we
// do not reset the window size whenever a game makes a call to change the
// size or pixel format of the internal game surface (since a user may have
// resized the game window), or when the launcher is visible (since a user
// may change the scaler, which should reset the window size)
if (!_window->getSDLWindow() || _lastFlags != flags || _overlayVisible || _allowWindowSizeReset) {
const bool fullscreen = (flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) != 0;
const bool maximized = (flags & SDL_WINDOW_MAXIMIZED);
if (!fullscreen && !maximized) {
if (_hintedWidth > width) {
width = _hintedWidth;
}
if (_hintedHeight > height) {
height = _hintedHeight;
}
}
if (!_window->createOrUpdateWindow(width, height, flags)) {
return false;
}
_lastFlags = flags;
_allowWindowSizeReset = false;
}
return true;
}
#endif
void SdlGraphicsManager::saveScreenshot() {
Common::String filename;
Common::Path screenshotsPath;
OSystem_SDL *sdl_g_system = dynamic_cast<OSystem_SDL*>(g_system);
if (sdl_g_system)
screenshotsPath = sdl_g_system->getScreenshotsPath();
// Use the name of the running target as a base for screenshot file names
Common::String currentTarget = ConfMan.getActiveDomainName();
#ifdef USE_PNG
const char *extension = "png";
#else
const char *extension = "bmp";
#endif
for (int n = 0;; n++) {
filename = Common::String::format("scummvm%s%s-%05d.%s", currentTarget.empty() ? "" : "-",
currentTarget.c_str(), n, extension);
Common::FSNode file = Common::FSNode(screenshotsPath.appendComponent(filename));
if (!file.exists()) {
break;
}
}
if (saveScreenshot(screenshotsPath.appendComponent(filename))) {
if (screenshotsPath.empty())
debug("Saved screenshot '%s' in current directory", filename.c_str());
else
debug("Saved screenshot '%s' in directory '%s'", filename.c_str(),
screenshotsPath.toString(Common::Path::kNativeSeparator).c_str());
#ifdef USE_OSD
if (!ConfMan.getBool("disable_saved_screenshot_osd"))
displayMessageOnOSD(Common::U32String::format(_("Saved screenshot '%s'"), filename.c_str()));
#endif
#ifdef EMSCRIPTEN
// Users can't access the virtual emscripten filesystem in the browser, so we export the generated screenshot file via OSystem_Emscripten::exportFile.
OSystem_Emscripten *emscripten_g_system = dynamic_cast<OSystem_Emscripten*>(g_system);
emscripten_g_system->exportFile(screenshotsPath.appendComponent(filename));
#endif
} else {
if (screenshotsPath.empty())
warning("Could not save screenshot in current directory");
else
warning("Could not save screenshot in directory '%s'", screenshotsPath.toString(Common::Path::kNativeSeparator).c_str());
#ifdef USE_OSD
displayMessageOnOSD(_("Could not save screenshot"));
#endif
}
}
bool SdlGraphicsManager::notifyEvent(const Common::Event &event) {
if (event.type != Common::EVENT_CUSTOM_BACKEND_ACTION_START) {
return false;
}
switch ((CustomEventAction) event.customType) {
case kActionToggleMouseCapture:
getWindow()->grabMouse(!getWindow()->mouseIsGrabbed());
return true;
case kActionToggleFullscreen:
toggleFullScreen();
return true;
case kActionSaveScreenshot:
saveScreenshot();
return true;
default:
return false;
}
}
void SdlGraphicsManager::toggleFullScreen() {
/* Don't use g_system for kFeatureOpenGLForGame as it's always supported
* We want to check if we are a 3D graphics manager */
bool is3D = hasFeature(OSystem::kFeatureOpenGLForGame);
if (!g_system->hasFeature(OSystem::kFeatureFullscreenMode) ||
(!g_system->hasFeature(OSystem::kFeatureFullscreenToggleKeepsContext) && is3D)) {
return;
}
if (!is3D)
beginGFXTransaction();
setFeatureState(OSystem::kFeatureFullscreenMode, !getFeatureState(OSystem::kFeatureFullscreenMode));
if (!is3D)
endGFXTransaction();
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureFullscreenMode))
displayMessageOnOSD(_("Fullscreen mode"));
else
displayMessageOnOSD(_("Windowed mode"));
#endif
}
Common::Keymap *SdlGraphicsManager::getKeymap() {
using namespace Common;
Keymap *keymap = new Keymap(Keymap::kKeymapTypeGlobal, "sdl-graphics", _("Graphics"));
Action *act;
if (g_system->hasFeature(OSystem::kFeatureFullscreenMode)) {
act = new Action("FULS", _("Toggle fullscreen"));
act->addDefaultInputMapping("A+RETURN");
act->addDefaultInputMapping("A+KP_ENTER");
act->setCustomBackendActionEvent(kActionToggleFullscreen);
keymap->addAction(act);
}
act = new Action("CAPT", _("Toggle mouse capture"));
act->addDefaultInputMapping("C+m");
act->setCustomBackendActionEvent(kActionToggleMouseCapture);
keymap->addAction(act);
act = new Action("SCRS", _("Save screenshot"));
act->addDefaultInputMapping("A+s");
act->setCustomBackendActionEvent(kActionSaveScreenshot);
keymap->addAction(act);
if (hasFeature(OSystem::kFeatureAspectRatioCorrection)) {
act = new Action("ASPT", _("Toggle aspect ratio correction"));
act->addDefaultInputMapping("C+A+a");
act->setCustomBackendActionEvent(kActionToggleAspectRatioCorrection);
keymap->addAction(act);
}
if (hasFeature(OSystem::kFeatureFilteringMode)) {
act = new Action("FILT", _("Toggle linear filtered scaling"));
act->addDefaultInputMapping("C+A+f");
act->setCustomBackendActionEvent(kActionToggleFilteredScaling);
keymap->addAction(act);
}
if (hasFeature(OSystem::kFeatureStretchMode)) {
act = new Action("STCH", _("Cycle through stretch modes"));
act->addDefaultInputMapping("C+A+s");
act->setCustomBackendActionEvent(kActionCycleStretchMode);
keymap->addAction(act);
}
act = new Action("SCL+", _("Increase the scale factor"));
act->addDefaultInputMapping("C+A+PLUS");
act->addDefaultInputMapping("C+A+KP_PLUS");
act->setCustomBackendActionEvent(kActionIncreaseScaleFactor);
keymap->addAction(act);
act = new Action("SCL-", _("Decrease the scale factor"));
act->addDefaultInputMapping("C+A+MINUS");
act->addDefaultInputMapping("C+A+KP_MINUS");
act->setCustomBackendActionEvent(kActionDecreaseScaleFactor);
keymap->addAction(act);
if (hasFeature(OSystem::kFeatureScalers)) {
act = new Action("FLTN", _("Switch to the next scaler"));
act->addDefaultInputMapping("C+A+0");
act->setCustomBackendActionEvent(kActionNextScaleFilter);
keymap->addAction(act);
act = new Action("FLTP", _("Switch to the previous scaler"));
act->addDefaultInputMapping("C+A+9");
act->setCustomBackendActionEvent(kActionPreviousScaleFilter);
keymap->addAction(act);
}
return keymap;
}
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
void SdlGraphicsManager::initImGui(SDL_Renderer *renderer, void *glContext) {
assert(!_imGuiReady);
_imGuiInited = false;
IMGUI_CHECKVERSION();
if (!ImGui::CreateContext()) {
return;
}
ImGuiIO &io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
ImGui::StyleColorsDark();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
io.IniFilename = nullptr;
_imGuiSDLRenderer = nullptr;
#ifdef USE_OPENGL
if (!_imGuiReady && glContext) {
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
if (!ImGui_ImplSDL2_InitForOpenGL(_window->getSDLWindow(), glContext)) {
ImGui::DestroyContext();
return;
}
if (!ImGui_ImplOpenGL3_Init("#version 110")) {
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
return;
}
_imGuiReady = true;
}
#endif
#ifdef USE_IMGUI_SDLRENDERER2
if (!_imGuiReady && renderer) {
if (!ImGui_ImplSDL2_InitForSDLRenderer(_window->getSDLWindow(), renderer)) {
ImGui::DestroyContext();
return;
}
if (!ImGui_ImplSDLRenderer2_Init(renderer)) {
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
return;
}
_imGuiReady = true;
_imGuiSDLRenderer = renderer;
}
#endif
if (!_imGuiReady) {
warning("No ImGui renderer has been found");
ImGui::DestroyContext();
return;
}
if (_imGuiCallbacks.init) {
_imGuiCallbacks.init();
_imGuiInited = true;
}
}
void SdlGraphicsManager::renderImGui() {
if (!_imGuiReady || !_imGuiCallbacks.render) {
return;
}
if (!_imGuiInited) {
if (_imGuiCallbacks.init) {
_imGuiCallbacks.init();
}
_imGuiInited = true;
}
#ifdef USE_IMGUI_SDLRENDERER2
if (_imGuiSDLRenderer) {
ImGui_ImplSDLRenderer2_NewFrame();
} else {
#endif
#ifdef USE_OPENGL
ImGui_ImplOpenGL3_NewFrame();
#endif
#ifdef USE_IMGUI_SDLRENDERER2
}
#endif
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
_imGuiCallbacks.render();
ImGui::Render();
#ifdef USE_IMGUI_SDLRENDERER2
if (_imGuiSDLRenderer) {
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), _imGuiSDLRenderer);
} else {
#endif
#ifdef USE_OPENGL
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
#endif
#ifdef USE_IMGUI_SDLRENDERER2
}
#endif
}
void SdlGraphicsManager::destroyImGui() {
if (!_imGuiReady) {
return;
}
if (_imGuiCallbacks.cleanup) {
_imGuiCallbacks.cleanup();
}
_imGuiInited = false;
_imGuiReady = false;
#ifdef USE_IMGUI_SDLRENDERER2
if (_imGuiSDLRenderer) {
ImGui_ImplSDLRenderer2_Shutdown();
} else {
#endif
#ifdef USE_OPENGL
ImGui_ImplOpenGL3_Shutdown();
#endif
#ifdef USE_IMGUI_SDLRENDERER2
}
#endif
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
}
#endif
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