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Merge pull request #375 from gzito/master

Examples: Added example app for the Marmalade platform.
pull/378/head
omar 9 years ago
parent
commit
81927b073e
  1. 4
      examples/README.txt
  2. 32
      examples/marmalade_example/data/app.icf
  3. 320
      examples/marmalade_example/imgui_impl_marmalade.cpp
  4. 19
      examples/marmalade_example/imgui_impl_marmalade.h
  5. 91
      examples/marmalade_example/main.cpp
  6. 44
      examples/marmalade_example/marmalade_example.mkb

4
examples/README.txt

@ -52,3 +52,7 @@ sdl_opengl_example/
allegro5_example/
Allegro 5 example.
marmalade_example/
Marmalade example using IwGx

32
examples/marmalade_example/data/app.icf

@ -0,0 +1,32 @@
# This file is for configuration settings for your
# application.
#
# The syntax is similar to windows .ini files ie
#
# [GroupName]
# Setting = Value
#
# Which can be read by your application using
# e.g s3eConfigGetString("GroupName", "Setting", string)
#
# All settings must be documented in .config.txt files.
# New settings specific to this application should be
# documented in app.config.txt
#
# Some conditional operations are also permitted, see the
# S3E documentation for details.
[S3E]
MemSize=6000000
MemSizeDebug=6000000
DispFixRot=FixedLandscape
# emulate iphone 5 resolution, change these settings to emulate other display resolution
WinWidth=1136
WinHeight=640
[GX]
DataCacheSize=131070
[Util]
#MemoryBreakpoint=1282

320
examples/marmalade_example/imgui_impl_marmalade.cpp

@ -0,0 +1,320 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_marmalade.h"
#include <s3eClipboard.h>
#include <s3ePointer.h>
#include <s3eKeyboard.h>
#include <IwTexture.h>
#include <IwGx.h>
// Data
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static CIwTexture* g_FontTexture = 0;
static char* g_ClipboardText = 0 ;
static bool g_osdKeyboardEnabled = false ;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
static ImVec2 g_scale = ImVec2(1.0f,1.0f) ;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
{
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Render command lists
for(int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
int nVert = cmd_list->VtxBuffer.size() ;
CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2,nVert) ;
CIwColour* pColStream = IW_GX_ALLOC(CIwColour,nVert) ;
for( int i=0; i < nVert; i++ ) {
// todo - optimize multiplication on gpu using vertex shader
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x ;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y ;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x ;
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y ;
pColStream[i] = cmd_list->VtxBuffer[i].col ;
}
IwGxSetVertStreamScreenSpace(pVertStream,nVert) ;
IwGxSetUVStream(pUVStream) ;
IwGxSetColStream(pColStream,nVert) ;
IwGxSetNormStream(0) ;
for(int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if(pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list,pcmd);
}
else
{
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL() ;
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT) ;
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE) ;
pCurrentMaterial->SetFiltering(false) ;
pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND) ;
pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId) ;
IwGxSetMaterial(pCurrentMaterial) ;
IwGxDrawPrims(IW_GX_TRI_LIST,(uint16*)idx_buffer,pcmd->ElemCount) ;
}
idx_buffer += pcmd->ElemCount;
}
IwGxFlush() ;
}
// TODO restore modified state (i.e. mvp matrix)
}
static const char* ImGui_Marmalade_GetClipboardText()
{
if(s3eClipboardAvailable()) {
int size = s3eClipboardGetText( NULL, 0 );
if( size > 0 ) {
if(g_ClipboardText) {
delete[] g_ClipboardText ;
g_ClipboardText = 0 ;
}
g_ClipboardText = new char[size] ;
g_ClipboardText[0] = '\0' ;
s3eClipboardGetText(g_ClipboardText,size) ;
}
}
return g_ClipboardText ;
}
static void ImGui_Marmalade_SetClipboardText(const char* text)
{
if( s3eClipboardAvailable() ) {
s3eClipboardSetText(text);
}
}
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData)
{
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
// button was pressed. For touchscreens this should always have the value
// S3E_POINTER_BUTTON_SELECT
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData ;
if(pEvent->m_Pressed==1) {
if(pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) {
g_MousePressed[0] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) {
g_MousePressed[1] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) {
g_MousePressed[2] = true;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) {
g_MouseWheel += pEvent->m_y ;
}
if(pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) {
g_MouseWheel += pEvent->m_y ;
}
}
return 0;
}
//void ImGui_Marmalade_ScrollCallback(double /*xoffset*/,double yoffset)
//{
// g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
//}
int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData ;
if( e->m_Pressed == 1 ) {
io.KeysDown[e->m_Key] = true;
}
if(e->m_Pressed == 0) {
io.KeysDown[e->m_Key] = false;
}
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN ;
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN ;
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN ;
return 0 ;
}
int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData ;
if( (e->m_Char > 0 && e->m_Char < 0x10000) ) {
io.AddInputCharacter((unsigned short)e->m_Char);
}
return 0 ;
}
bool ImGui_Marmalade_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
g_FontTexture = new CIwTexture() ;
g_FontTexture->SetModifiable(true) ;
CIwImage& image = g_FontTexture->GetImage() ;
image.SetFormat(CIwImage::ARGB_8888) ;
image.SetWidth(width) ;
image.SetHeight(height) ;
image.SetBuffers(); // allocates and own buffers
image.ReadTexels(pixels) ;
g_FontTexture->SetMipMapping(false) ;
g_FontTexture->SetFiltering(false) ;
g_FontTexture->Upload() ;
// Store the pointer
io.Fonts->TexID = (void *)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
return true;
}
void ImGui_Marmalade_InvalidateDeviceObjects()
{
if(g_ClipboardText) {
delete[] g_ClipboardText ;
g_ClipboardText = 0 ;
}
if (g_FontTexture)
{
delete g_FontTexture ;
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_Marmalade_Init( bool install_callbacks)
{
IwGxInit() ;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
io.KeyMap[ImGuiKey_A] = s3eKeyA;
io.KeyMap[ImGuiKey_C] = s3eKeyC;
io.KeyMap[ImGuiKey_V] = s3eKeyV;
io.KeyMap[ImGuiKey_X] = s3eKeyX;
io.KeyMap[ImGuiKey_Y] = s3eKeyY;
io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
if (install_callbacks)
{
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT,ImGui_Marmalade_PointerButtonEventCallback,0) ;
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT,ImGui_Marmalade_KeyCallback,0) ;
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT,ImGui_Marmalade_CharCallback,0) ;
}
return true;
}
void ImGui_Marmalade_Shutdown()
{
ImGui_Marmalade_InvalidateDeviceObjects();
ImGui::Shutdown();
IwGxTerminate();
}
void ImGui_Marmalade_NewFrame()
{
if (!g_FontTexture) {
ImGui_Marmalade_CreateDeviceObjects();
}
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight() ;
io.DisplaySize = ImVec2((float)w, (float)h);
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
io.DisplayFramebufferScale = g_scale;
// Setup time step
double current_time = s3eTimerGetUST() / 1000.0f ;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
double mouse_x, mouse_y;
mouse_x = s3ePointerGetX();
mouse_y = s3ePointerGetY();
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
for (int i = 0; i < 3; i++) {
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// Start the frame
ImGui::NewFrame();
// show/hide OSD keyboard
if( io.WantTextInput ) { // some text input widget is active?
if( !g_osdKeyboardEnabled ) {
g_osdKeyboardEnabled = true ;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,1) ; // show OSD keyboard
}
}
else { // no text input widget is active
if(g_osdKeyboardEnabled) {
g_osdKeyboardEnabled = false ;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR,0) ; // hide OSD keyboard
}
}
}

19
examples/marmalade_example/imgui_impl_marmalade.h

@ -0,0 +1,19 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// https://github.com/ocornut/imgui
IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_API void ImGui_Marmalade_Shutdown();
IMGUI_API void ImGui_Marmalade_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_Marmalade_InvalidateDeviceObjects();
IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
// callbacks (installed by default if you enable 'install_callbacks' during initialization)
// You can also handle inputs yourself and use those as a reference.
IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData,void* pUserData);
//IMGUI_API void ImGui_Marmalade_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData,void* userData);
IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData,void* userData);

91
examples/marmalade_example/main.cpp

@ -0,0 +1,91 @@
// ImGui - standalone example application for Marmalade
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_marmalade.h"
#include <stdio.h>
#include <s3eKeyboard.h>
#include <s3ePointer.h>
#include <IwGx.h>
int main(int, char**)
{
// Setup ImGui binding
ImGui_Marmalade_Init(true);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
while (true)
{
if( s3eDeviceCheckQuitRequest() )
break;
s3eKeyboardUpdate() ;
s3ePointerUpdate() ;
ImGui_Marmalade_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
s3eDeviceYield(0) ;
}
// Cleanup
ImGui_Marmalade_Shutdown();
return 0;
}

44
examples/marmalade_example/marmalade_example.mkb

@ -0,0 +1,44 @@
#!/usr/bin/env mkb
# ImGui - standalone example application for Marmalade
# Copyright (C) 2015 by Giovanni Zito
# This file is part of ImGui
# https://github.com/ocornut/imgui
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
define _snprintf=snprintf
options
{
optimise-speed=1
}
includepaths
{
../..
}
subprojects
{
iwgx
}
files
{
(.)
["imgui"]
../../imgui.cpp
../../imgui_demo.cpp
../../imgui_draw.cpp
../../imconfig.h
../../imgui.h
../../imgui_internal.h
["imgui","Marmalade binding"]
imgui_impl_marmalade.h
imgui_impl_marmalade.cpp
main.cpp
}
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