mirror of
https://github.com/iAmInActions/SpaceCadetPinballPPC.git
synced 2024-11-21 11:30:07 +00:00
Added GUI, some menus dont work yet.
Fixed uniform scaling. Removed splash screen.
This commit is contained in:
parent
9a10d72e1f
commit
e0638c598d
@ -53,8 +53,6 @@ set(SOURCE_FILES
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SpaceCadetPinball/Sound.cpp
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SpaceCadetPinball/Sound.h
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SpaceCadetPinball/SpaceCadetPinball.cpp
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SpaceCadetPinball/splash.cpp
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SpaceCadetPinball/splash.h
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SpaceCadetPinball/TBall.cpp
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SpaceCadetPinball/TBall.h
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SpaceCadetPinball/TBlocker.cpp
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@ -138,7 +136,23 @@ set(SOURCE_FILES
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SpaceCadetPinball/winmain.cpp
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SpaceCadetPinball/winmain.h
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SpaceCadetPinball/zdrv.cpp
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SpaceCadetPinball/zdrv.h)
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SpaceCadetPinball/zdrv.h
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SpaceCadetPinball/imconfig.h
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SpaceCadetPinball/imgui_internal.h
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SpaceCadetPinball/imgui.cpp
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SpaceCadetPinball/imgui.h
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SpaceCadetPinball/imgui_sdl.cpp
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SpaceCadetPinball/imgui_sdl.h
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SpaceCadetPinball/imgui_draw.cpp
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SpaceCadetPinball/imgui_widgets.cpp
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SpaceCadetPinball/imgui_tables.cpp
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SpaceCadetPinball/imgui_demo.cpp
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SpaceCadetPinball/imgui_impl_sdl.cpp
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SpaceCadetPinball/imgui_impl_sdl.h
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SpaceCadetPinball/imstb_textedit.h
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SpaceCadetPinball/imstb_rectpack.h
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SpaceCadetPinball/imstb_truetype.h
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)
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add_executable(SpaceCadetPinball ${SOURCE_FILES})
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@ -20,8 +20,31 @@
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"cmakeCommandArgs": "",
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"buildCommandArgs": "",
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"ctestCommandArgs": "",
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"inheritEnvironments": [ "msvc_x86" ]
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},
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{
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"name": "x86-Release",
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"generator": "Ninja",
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"configurationType": "Release",
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"buildRoot": "${projectDir}\\out\\build\\${name}",
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"installRoot": "${projectDir}\\out\\install\\${name}",
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"cmakeCommandArgs": "",
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"buildCommandArgs": "",
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"ctestCommandArgs": "",
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"inheritEnvironments": [ "msvc_x86" ],
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"variables": []
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},
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{
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"name": "x64-Release",
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"generator": "Ninja",
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"configurationType": "Release",
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"buildRoot": "${projectDir}\\out\\build\\${name}",
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"installRoot": "${projectDir}\\out\\install\\${name}",
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"cmakeCommandArgs": "",
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"buildCommandArgs": "",
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"ctestCommandArgs": "",
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"inheritEnvironments": [ "msvc_x64_x64" ],
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"variables": []
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}
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]
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}
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@ -9,15 +9,8 @@
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int fullscrn::screen_mode;
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HWND fullscrn::hWnd;
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tagRECT fullscrn::WindowRect1, fullscrn::WindowRect2;
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rectangle_type fullscrn::WHRect;
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int fullscrn::fullscrn_flag1;
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int fullscrn::display_changed;
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int fullscrn::ChangeDisplay, fullscrn::ignoreNextDisplayChangeFg;
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int fullscrn::trick = 1;
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int fullscrn::MenuEnabled;
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HMENU fullscrn::MenuHandle;
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int fullscrn::resolution = 0;
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int fullscrn::maxResolution = 0;
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const resolution_info fullscrn::resolution_array[3] =
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@ -28,45 +21,12 @@ const resolution_info fullscrn::resolution_array[3] =
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};
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float fullscrn::ScaleX = 1;
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float fullscrn::ScaleY = 1;
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float fullscrn::OffsetX = 0;
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float fullscrn::OffsetY = 0;
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int fullscrn::OffsetX = 0;
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int fullscrn::OffsetY = 0;
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void fullscrn::init(int width, int height, int isFullscreen, HWND winHandle, HMENU menuHandle, int changeDisplay)
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void fullscrn::init()
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{
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WHRect.XPosition = 0;
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WHRect.YPosition = 0;
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ChangeDisplay = changeDisplay;
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hWnd = winHandle;
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MenuHandle = menuHandle;
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WHRect.Width = width;
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WHRect.Height = height;
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GetWindowRect(GetDesktopWindow(), &fullscrn::WindowRect1);
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int widht2 = width + 2 * GetSystemMetrics(SM_CXBORDER);
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int height2 = height + 2 * GetSystemMetrics(SM_CYBORDER);
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int menuHeight = GetSystemMetrics(SM_CYMENU);
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int captionHeight = GetSystemMetrics(SM_CYCAPTION);
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int borderHeight = WindowRect1.bottom - WindowRect1.top - height2;
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WindowRect2.bottom = borderHeight / 2 - 2 + height2 + 4;
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WindowRect2.right = (WindowRect1.right - WindowRect1.left - widht2) / 2 - 2 + widht2 + 4;
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WindowRect2.left = (WindowRect1.right - WindowRect1.left - widht2) / 2 - 2;
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WindowRect2.top = borderHeight / 2 - (captionHeight + menuHeight) - 2;
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/*RECT client{0,0,width,height};
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AdjustWindowRect(&client, winmain::WndStyle, true);*/
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MoveWindow(
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hWnd,
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(WindowRect1.right - WindowRect1.left - widht2) / 2 - 2,
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WindowRect2.top,
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WindowRect2.right - WindowRect2.left + 10,
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WindowRect2.bottom - WindowRect2.top + 10,
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0);
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// Todo: WH + 10 hack: original request 640x480 window but somehow receives 650x490, even thought spyxx says it is 640x480
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fullscrn_flag1 = 0;
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window_size_changed();
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//assertm(ScaleX == 1 && ScaleY == 1, "Wrong default client size");
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}
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void fullscrn::shutdown()
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@ -83,72 +43,26 @@ int fullscrn::set_screen_mode(int isFullscreen)
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screen_mode = isFullscreen;
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if (isFullscreen)
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{
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if (IsWindowVisible(hWnd))
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GetWindowRect(hWnd, &WindowRect2);
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enableFullscreen();
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BYTE1(fullscrn_flag1) |= 0x80u;
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InvalidateRect(hWnd, nullptr, 1);
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set_menu_mode(0);
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result = disableWindowFlagsDisDlg();
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result = 1;
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}
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else
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{
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disableFullscreen();
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BYTE1(fullscrn_flag1) |= 0x80u;
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InvalidateRect(hWnd, nullptr, 1);
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set_menu_mode(1);
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result = RedrawWindow(nullptr, nullptr, nullptr, 0x185u);
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result = 1;
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}
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return result;
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}
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int fullscrn::disableWindowFlagsDisDlg()
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{
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long style = GetWindowLongA(hWnd, -16);
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return SetWindowLongA(hWnd, -16, style & ~(WS_CAPTION | WS_THICKFRAME));
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}
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int fullscrn::setWindowFlagsDisDlg()
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{
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int style = GetWindowLongA(hWnd, -16);
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return SetWindowLongA(hWnd, -16, style | WS_CAPTION | WS_THICKFRAME);
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}
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int fullscrn::enableFullscreen()
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{
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tagRECT Rect{};
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DEVMODEA DevMode{};
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if (ChangeDisplay && !display_changed)
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if (!display_changed)
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{
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DevMode.dmSize = sizeof DevMode;
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DevMode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
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DevMode.dmPelsWidth = resolution_array[resolution].ScreenWidth;
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DevMode.dmPelsHeight = resolution_array[resolution].ScreenHeight;
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DevMode.dmBitsPerPel = 32;
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disableWindowFlagsDisDlg();
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if (trick)
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{
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GetWindowRect(GetDesktopWindow(), &Rect);
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SetWindowPos(hWnd, HWND_TOPMOST, 0, 0, Rect.right - Rect.left + 1,
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Rect.bottom - Rect.top + 1, SWP_NOREDRAW);
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}
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ignoreNextDisplayChangeFg = 1;
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LONG changeDispResult = ChangeDisplaySettingsA(&DevMode, CDS_FULLSCREEN);
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if (changeDispResult == DISP_CHANGE_RESTART)
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{
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DevMode.dmFields &= ~DM_BITSPERPEL;
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ignoreNextDisplayChangeFg = 1;
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changeDispResult = ChangeDisplaySettingsA(&DevMode, CDS_FULLSCREEN);
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}
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display_changed = changeDispResult == DISP_CHANGE_SUCCESSFUL;
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SDL_SetWindowFullscreen(winmain::MainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
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display_changed = 1;
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if (display_changed)
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return 1;
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}
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GetWindowRect(GetDesktopWindow(), &Rect);
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disableWindowFlagsDisDlg();
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SetWindowPos(hWnd, HWND_TOPMOST, 0, 0, Rect.right - Rect.left + 1, Rect.bottom - Rect.top + 1, SWP_NOREDRAW);
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return 0;
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}
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@ -156,154 +70,13 @@ int fullscrn::disableFullscreen()
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{
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if (display_changed)
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{
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SDL_SetWindowFullscreen(winmain::MainWindow, 0);
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display_changed = 0;
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ignoreNextDisplayChangeFg = 1;
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ChangeDisplaySettingsA(nullptr, CDS_FULLSCREEN);
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if (trick)
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SetWindowPos(hWnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE | SWP_NOACTIVATE);
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}
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setWindowFlagsDisDlg();
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SetWindowPos(
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hWnd,
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HWND_TOP,
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WindowRect2.left,
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WindowRect2.top,
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WindowRect2.right - WindowRect2.left,
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WindowRect2.bottom - WindowRect2.top,
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SWP_NOZORDER | SWP_NOACTIVATE);
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return 0;
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}
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bool fullscrn::set_menu_mode(int menuEnabled)
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{
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BOOL result;
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MenuEnabled = menuEnabled;
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GetWindowCenter();
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if (MenuEnabled)
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{
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fullscrn_flag1 |= 2u;
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InvalidateRect(hWnd, nullptr, 1);
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result = SetMenu(hWnd, MenuHandle);
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}
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else
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{
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fullscrn_flag1 |= 1u;
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InvalidateRect(hWnd, nullptr, 1);
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result = SetMenu(hWnd, nullptr);
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}
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return result;
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}
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void fullscrn::GetWindowCenter()
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{
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int yPos;
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tagRECT Rect{};
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if (screen_mode)
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{
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GetWindowRect(GetDesktopWindow(), &Rect);
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render::vscreen.XPosition = (Rect.right - render::vscreen.Width - Rect.left) / 2;
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yPos = (Rect.bottom - render::vscreen.Height - Rect.top) / 2;
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}
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else
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{
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render::vscreen.XPosition = 0;
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yPos = GetSystemMetrics(15);
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}
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render::vscreen.YPosition = yPos;
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if (MenuEnabled)
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render::vscreen.YPosition -= GetSystemMetrics(15);
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}
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void fullscrn::force_redraw()
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{
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BYTE1(fullscrn_flag1) |= 0x80u;
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}
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void fullscrn::center_in(HWND parent, HWND child)
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{
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LONG right;
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tagRECT childRect{}, parentRect{}, desktopRect{};
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GetWindowRect(parent, &parentRect);
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GetWindowRect(child, &childRect);
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GetWindowRect(GetDesktopWindow(), &desktopRect);
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if (display_changed)
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{
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desktopRect.bottom = 480;
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desktopRect.left = 0;
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desktopRect.top = 0;
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right = 640;
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desktopRect.right = 640;
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parentRect.left = 0;
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parentRect.top = 0;
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parentRect.right = 640;
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parentRect.bottom = 480;
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}
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else
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{
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right = desktopRect.right;
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}
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int childHeight = childRect.bottom - childRect.top;
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int smthWidth = parentRect.left + (parentRect.right + childRect.left - childRect.right - parentRect.left) / 2;
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int smthHeight = parentRect.top + (parentRect.bottom + childRect.top - childRect.bottom - parentRect.top) / 2;
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if (childRect.right - childRect.left + smthWidth > right)
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smthWidth = right - (childRect.right - childRect.left);
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if (childHeight + smthHeight > desktopRect.bottom)
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smthHeight = desktopRect.bottom - childHeight;
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if (smthWidth < desktopRect.left)
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smthWidth = desktopRect.left;
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if (smthHeight < desktopRect.top)
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smthHeight = desktopRect.top;
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MoveWindow(child, smthWidth, smthHeight, childRect.right - childRect.left, childRect.bottom - childRect.top, 0);
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}
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int fullscrn::displaychange()
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{
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int result = 0;
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if (ignoreNextDisplayChangeFg)
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{
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ignoreNextDisplayChangeFg = 0;
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}
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else
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{
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if (screen_mode && display_changed)
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{
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display_changed = 0;
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screen_mode = 0;
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setWindowFlagsDisDlg();
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BYTE1(fullscrn_flag1) |= 0x80u;
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InvalidateRect(hWnd, nullptr, 1);
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set_menu_mode(1);
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SetWindowPos(
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hWnd,
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HWND_TOP,
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WindowRect2.left,
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WindowRect2.top,
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WindowRect2.right - WindowRect2.left,
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WindowRect2.bottom - WindowRect2.top,
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SWP_NOZORDER | SWP_NOREDRAW | SWP_NOACTIVATE);
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result = 1;
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}
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else
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{
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SetWindowPos(
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hWnd,
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HWND_TOP,
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WindowRect2.left,
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WindowRect2.top,
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WindowRect2.right - WindowRect2.left,
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WindowRect2.bottom - WindowRect2.top,
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SWP_NOZORDER | SWP_NOACTIVATE);
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}
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center_in(GetDesktopWindow(), hWnd);
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}
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return result;
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}
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void fullscrn::activate(int flag)
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{
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if (screen_mode)
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@ -311,76 +84,10 @@ void fullscrn::activate(int flag)
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if (!flag)
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{
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set_screen_mode(0);
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SetWindowPos(hWnd, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE | SWP_NOACTIVATE);
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}
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}
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}
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void fullscrn::fillRect(int right, int bottom, int left, int top)
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{
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RECT rc;
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auto brush = CreateSolidBrush(0);
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if (brush)
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{
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auto dc = winmain::_GetDC(hWnd);
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if (dc)
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{
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auto prevBrush = SelectObject(dc, brush);
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rc.right = left + right + 1;
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rc.bottom = top + bottom + 1;
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rc.left = left;
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rc.top = top;
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FillRect(dc, &rc, brush);
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SelectObject(dc, prevBrush);
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ReleaseDC(hWnd, dc);
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}
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DeleteObject(brush);
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}
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}
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unsigned fullscrn::convert_mouse_pos(unsigned int mouseXY)
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{
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uint16_t x = mouseXY & 0xffFF - render::vscreen.XPosition;
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uint16_t y = (mouseXY >> 16) - render::vscreen.YPosition;
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return x | y << 16;
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}
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void fullscrn::getminmaxinfo(MINMAXINFO* maxMin)
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{
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/*Block down-scaling lower than min resolution*/
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maxMin->ptMinTrackSize = POINT
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{
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resolution_array[0].ScreenWidth / 2,
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resolution_array[0].ScreenHeight / 2
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};
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}
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void fullscrn::paint()
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{
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int menuHeight;
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if (screen_mode)
|
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{
|
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if ((fullscrn_flag1 & 0x8000) == 0 && fullscrn_flag1)
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{
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if (fullscrn_flag1 & 1)
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{
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menuHeight = GetSystemMetrics(SM_CYMENU);
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fillRect(WindowRect1.right - 1, menuHeight, 0, 0);
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}
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}
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else
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{
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if (MenuEnabled)
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menuHeight = GetSystemMetrics(SM_CYMENU);
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else
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menuHeight = 0;
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fillRect(WindowRect1.right, menuHeight + WindowRect1.bottom, 0, 0);
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}
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}
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render::paint();
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fullscrn_flag1 = 0;
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}
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int fullscrn::GetResolution()
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{
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return resolution;
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@ -432,16 +139,8 @@ int fullscrn::get_screen_resolution()
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|
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void fullscrn::window_size_changed()
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{
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/*No scaling in fullscreen mode*/
|
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if (display_changed)
|
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{
|
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ScaleY = ScaleX = 1;
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OffsetX = OffsetY = 0;
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return;
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}
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|
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int width, height;
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SDL_GetWindowSize(winmain::MainWindow, &width, &height);
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SDL_GetRendererOutputSize(winmain::Renderer, &width, &height);
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auto res = &resolution_array[resolution];
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ScaleX = static_cast<float>(width) / res->TableWidth;
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ScaleY = static_cast<float>(height) / res->TableHeight;
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@ -450,13 +149,13 @@ void fullscrn::window_size_changed()
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if (options::Options.UniformScaling)
|
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{
|
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ScaleY = ScaleX = min(ScaleX, ScaleY);
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OffsetX = floor((width - res->TableWidth * ScaleX) / 2);
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OffsetY = floor((height - res->TableHeight * ScaleY) / 2);
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auto dc = GetDC(hWnd);
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if (dc)
|
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{
|
||||
BitBlt(dc, 0, 0, width, height, dc, 0, 0, BLACKNESS);
|
||||
ReleaseDC(hWnd, dc);
|
||||
}
|
||||
OffsetX = static_cast<int>(floor((width - res->TableWidth * ScaleX) / 2));
|
||||
OffsetY = static_cast<int>(floor((height - res->TableHeight * ScaleY) / 2));
|
||||
}
|
||||
|
||||
gdrv::DestinationRect = SDL_Rect
|
||||
{
|
||||
OffsetX, OffsetY,
|
||||
width - OffsetX * 2, height - OffsetY * 2
|
||||
};
|
||||
}
|
||||
|
@ -1,10 +1,4 @@
|
||||
#pragma once
|
||||
#include "maths.h"
|
||||
|
||||
#define BYTEn(x, n) (*((unsigned char*)&(x)+n))
|
||||
#define BYTE1(x) BYTEn(x, 1) // byte 1 (counting from 0)
|
||||
#define BYTE2(x) BYTEn(x, 2)
|
||||
|
||||
|
||||
struct resolution_info
|
||||
{
|
||||
@ -18,32 +12,18 @@ struct resolution_info
|
||||
class fullscrn
|
||||
{
|
||||
public:
|
||||
|
||||
static int screen_mode;
|
||||
static HWND hWnd;
|
||||
static tagRECT WindowRect1, WindowRect2;
|
||||
static rectangle_type WHRect;
|
||||
static int fullscrn_flag1;
|
||||
static int display_changed;
|
||||
static int ChangeDisplay, ignoreNextDisplayChangeFg;
|
||||
static int trick;
|
||||
static const resolution_info resolution_array[3];
|
||||
static float ScaleX;
|
||||
static float ScaleY;
|
||||
static float OffsetX;
|
||||
static float OffsetY;
|
||||
static int OffsetX;
|
||||
static int OffsetY;
|
||||
|
||||
static void init(int width, int height, int isFullscreen, HWND winHandle, HMENU menuHandle, int changeDisplay);
|
||||
static void init();
|
||||
static void shutdown();
|
||||
static int set_screen_mode(int isFullscreen);
|
||||
static void force_redraw();
|
||||
static void center_in(HWND parent, HWND child);
|
||||
static int displaychange();
|
||||
static void activate(int flag);
|
||||
static unsigned convert_mouse_pos(unsigned int mouseXY);
|
||||
static void getminmaxinfo(MINMAXINFO* maxMin);
|
||||
static void paint();
|
||||
static bool set_menu_mode(int menuEnabled);
|
||||
static int GetResolution();
|
||||
static void SetResolution(int resolution);
|
||||
static int GetMaxResolution();
|
||||
@ -52,15 +32,9 @@ public:
|
||||
static int get_screen_resolution();
|
||||
static void window_size_changed();
|
||||
private :
|
||||
static int MenuEnabled;
|
||||
static HMENU MenuHandle;
|
||||
static int resolution;
|
||||
static int maxResolution;
|
||||
|
||||
static void GetWindowCenter();
|
||||
static int disableWindowFlagsDisDlg();
|
||||
static int setWindowFlagsDisDlg();
|
||||
static int enableFullscreen();
|
||||
static int disableFullscreen();
|
||||
static void fillRect(int right, int bottom, int left, int top);
|
||||
};
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include "pch.h"
|
||||
#include "gdrv.h"
|
||||
|
||||
#include "fullscrn.h"
|
||||
#include "memory.h"
|
||||
#include "render.h"
|
||||
#include "winmain.h"
|
||||
@ -9,6 +10,7 @@ SDL_Texture* gdrv::vScreenTex = nullptr;
|
||||
char* gdrv::vScreenPixels = nullptr;
|
||||
int gdrv::vScreenWidth, gdrv::vScreenHeight;
|
||||
ColorRgba gdrv::current_palette[256]{};
|
||||
SDL_Rect gdrv::DestinationRect{};
|
||||
|
||||
int gdrv::init(int width, int height)
|
||||
{
|
||||
@ -297,6 +299,6 @@ void gdrv::BlitScreen()
|
||||
&pitch
|
||||
);
|
||||
std::memcpy(lockedPixels, vScreenPixels, vScreenWidth * vScreenHeight * 4);
|
||||
SDL_UnlockTexture(vScreenTex);
|
||||
SDL_RenderCopyEx(winmain::Renderer, vScreenTex, nullptr, nullptr, 0, nullptr, SDL_FLIP_VERTICAL);
|
||||
SDL_UnlockTexture(vScreenTex);
|
||||
SDL_RenderCopyEx(winmain::Renderer, vScreenTex, nullptr, &DestinationRect, 0, nullptr, SDL_FLIP_VERTICAL);
|
||||
}
|
||||
|
@ -15,7 +15,6 @@ struct gdrv_bitmap8
|
||||
int Height;
|
||||
int Stride;
|
||||
BitmapType BitmapType;
|
||||
int Color6;
|
||||
int XPosition;
|
||||
int YPosition;
|
||||
};
|
||||
@ -49,6 +48,8 @@ struct LOGPALETTEx256 : LOGPALETTE
|
||||
class gdrv
|
||||
{
|
||||
public:
|
||||
static SDL_Rect DestinationRect;
|
||||
|
||||
static int init(int width, int height);
|
||||
static int uninit();
|
||||
static void get_focus();
|
||||
|
@ -10,8 +10,9 @@
|
||||
int high_score::dlg_enter_name;
|
||||
int high_score::dlg_score;
|
||||
int high_score::dlg_position;
|
||||
LPCSTR high_score::default_name;
|
||||
char high_score::default_name[32]{};
|
||||
high_score_struct* high_score::dlg_hst;
|
||||
bool high_score::ShowDialog = false;
|
||||
|
||||
winhelp_entry high_score::help[21]
|
||||
{
|
||||
@ -167,7 +168,7 @@ void high_score::show_high_score_dialog(high_score_struct* table)
|
||||
dlg_enter_name = 0;
|
||||
dlg_score = 0;
|
||||
dlg_hst = table;
|
||||
DialogBoxParamA(nullptr, "dlg_highscores", nullptr, HighScore, 0);
|
||||
ShowDialog = true;
|
||||
}
|
||||
|
||||
void high_score::show_and_set_high_score_dialog(high_score_struct* table, int score, int pos, LPCSTR defaultName)
|
||||
@ -176,126 +177,99 @@ void high_score::show_and_set_high_score_dialog(high_score_struct* table, int sc
|
||||
dlg_score = score;
|
||||
dlg_hst = table;
|
||||
dlg_enter_name = 1;
|
||||
default_name = defaultName;
|
||||
/*while (DialogBoxParamA(winmain::hinst, "dlg_highscores", winmain::hwnd_frame, HighScore, 0))
|
||||
{
|
||||
}*/
|
||||
strncpy_s(default_name, defaultName, 32);
|
||||
ShowDialog = true;
|
||||
}
|
||||
|
||||
INT_PTR high_score::HighScore(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
void high_score::RenderHighScoreDialog()
|
||||
{
|
||||
HWND parent;
|
||||
int nIDDlgItem;
|
||||
CHAR String1[256];
|
||||
CHAR name[32];
|
||||
|
||||
switch (msg)
|
||||
if (ShowDialog == true)
|
||||
{
|
||||
case WM_CLOSE:
|
||||
SendMessageA(hWnd, WM_COMMAND, WM_DESTROY, 0);
|
||||
break;
|
||||
case WM_HELP:
|
||||
WinHelpA(static_cast<HWND>(reinterpret_cast<HELPINFO*>(lParam)->hItemHandle), "pinball.hlp", HELP_WM_HELP,
|
||||
(ULONG_PTR)help);
|
||||
break;
|
||||
case WM_CONTEXTMENU:
|
||||
WinHelpA((HWND)wParam, "pinball.hlp", HELP_CONTEXTMENU, (ULONG_PTR)help);
|
||||
break;
|
||||
case WM_INITDIALOG:
|
||||
show_high_scores(hWnd, dlg_hst);
|
||||
for (nIDDlgItem = DLG_HIGHSCORES_EditName1; nIDDlgItem < 611; ++nIDDlgItem)
|
||||
ShowDialog = false;
|
||||
if (dlg_position == -1)
|
||||
{
|
||||
ShowWindow(GetDlgItem(hWnd, nIDDlgItem), 0);
|
||||
dlg_enter_name = 0;
|
||||
return;
|
||||
}
|
||||
if (dlg_enter_name == 1)
|
||||
ImGui::OpenPopup("High Scores");
|
||||
}
|
||||
|
||||
bool unused_open = true;
|
||||
if (ImGui::BeginPopupModal("High Scores", &unused_open, ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
if (ImGui::BeginTable("table1", 3, 0))
|
||||
{
|
||||
if (dlg_position == -1)
|
||||
char buf[36];
|
||||
ImGui::TableSetupColumn("Rank");
|
||||
ImGui::TableSetupColumn("Name");
|
||||
ImGui::TableSetupColumn("Score");
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
high_score_struct* tablePtr = dlg_hst;
|
||||
for (int row = 0; row < 5; row++)
|
||||
{
|
||||
dlg_enter_name = 0;
|
||||
return 1;
|
||||
ImGui::TableNextRow();
|
||||
ImGui::TableNextColumn();
|
||||
_itoa_s(row, buf, 10);
|
||||
ImGui::TextUnformatted(buf);
|
||||
|
||||
auto score = tablePtr->Score;
|
||||
ImGui::TableNextColumn();
|
||||
if (dlg_enter_name == 1 && dlg_position == row)
|
||||
{
|
||||
score = dlg_score;
|
||||
ImGui::PushItemWidth(200);
|
||||
ImGui::InputText("", default_name, IM_ARRAYSIZE(default_name));
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::TextUnformatted(tablePtr->Name);
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
score::string_format(score, buf);
|
||||
ImGui::TextUnformatted(buf);
|
||||
|
||||
tablePtr++;
|
||||
}
|
||||
HWND nameTextBox = GetDlgItem(hWnd, dlg_position + DLG_HIGHSCORES_EditName1);
|
||||
ShowWindow(nameTextBox, 5);
|
||||
EnableWindow(nameTextBox, 1);
|
||||
SetFocus(nameTextBox);
|
||||
if (default_name)
|
||||
{
|
||||
SetWindowTextA(nameTextBox, default_name);
|
||||
SendMessageA(nameTextBox, EM_SETSEL, 0, -1);
|
||||
}
|
||||
SendMessageA(nameTextBox, EM_SETLIMITTEXT, 31u, 0);
|
||||
ImGui::EndTable();
|
||||
}
|
||||
else
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Ok"))
|
||||
{
|
||||
SetFocus(hWnd);
|
||||
}
|
||||
parent = GetParent(hWnd);
|
||||
if (parent)
|
||||
fullscrn::center_in(parent, hWnd);
|
||||
return 0;
|
||||
case WM_COMMAND:
|
||||
switch (wParam)
|
||||
{
|
||||
case DLG_HIGHSCORES_Ok:
|
||||
if (dlg_enter_name != 1)
|
||||
{
|
||||
break;
|
||||
if (dlg_enter_name)
|
||||
{
|
||||
default_name[31] = 0;
|
||||
place_new_score_into(dlg_hst, dlg_score, default_name, dlg_position);
|
||||
}
|
||||
GetDlgItemTextA(hWnd, dlg_position + DLG_HIGHSCORES_EditName1, name, 32);
|
||||
name[31] = 0;
|
||||
place_new_score_into(dlg_hst, dlg_score, name, dlg_position);
|
||||
break;
|
||||
case DLG_HIGHSCORES_Cancel:
|
||||
break;
|
||||
case DLG_HIGHSCORES_Clear:
|
||||
lstrcpyA(String1, pinball::get_rc_string(41, 0));
|
||||
if (MessageBoxA(hWnd, pinball::get_rc_string(40, 0), String1, MB_DEFBUTTON2 | MB_OKCANCEL) == 1)
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel"))
|
||||
ImGui::CloseCurrentPopup();
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Clear"))
|
||||
ImGui::OpenPopup("Confirm");
|
||||
if (ImGui::BeginPopupModal("Confirm", nullptr, ImGuiWindowFlags_MenuBar))
|
||||
{
|
||||
ImGui::TextUnformatted(pinball::get_rc_string(40, 0));
|
||||
if (ImGui::Button("OK", ImVec2(120, 0)))
|
||||
{
|
||||
clear_table(dlg_hst);
|
||||
if (dlg_enter_name)
|
||||
EndDialog(hWnd, 1);
|
||||
else
|
||||
EndDialog(hWnd, 0);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
return 0;
|
||||
default:
|
||||
return 0;
|
||||
ImGui::SetItemDefaultFocus();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel", ImVec2(120, 0)))
|
||||
{
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
dlg_enter_name = 0;
|
||||
EndDialog(hWnd, 0);
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void high_score::show_high_scores(HWND hDlg, high_score_struct* table)
|
||||
{
|
||||
high_score_struct* tablePtr = table;
|
||||
int nextPosition = 0;
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
if (dlg_enter_name == 1 && dlg_position == i)
|
||||
{
|
||||
hsdlg_show_score(hDlg, " ", dlg_score, i);
|
||||
nextPosition = 1;
|
||||
}
|
||||
hsdlg_show_score(hDlg, tablePtr->Name, tablePtr->Score, i + nextPosition);
|
||||
++tablePtr;
|
||||
}
|
||||
}
|
||||
|
||||
void high_score::hsdlg_show_score(HWND hDlg, LPCSTR name, int score, int position)
|
||||
{
|
||||
CHAR scoreStr[36];
|
||||
if (position < 5)
|
||||
{
|
||||
score::string_format(score, scoreStr);
|
||||
if (scoreStr[0])
|
||||
{
|
||||
SetWindowTextA(GetDlgItem(hDlg, position + DLG_HIGHSCORES_StaticName1), name);
|
||||
SetWindowTextA(GetDlgItem(hDlg, position + DLG_HIGHSCORES_Score1), scoreStr);
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
@ -20,14 +20,13 @@ public:
|
||||
|
||||
static void show_high_score_dialog(high_score_struct* table);
|
||||
static void show_and_set_high_score_dialog(high_score_struct* table, int score, int pos, LPCSTR defaultName);
|
||||
static INT_PTR __stdcall HighScore(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
static void show_high_scores(HWND hDlg, high_score_struct* table);
|
||||
static void hsdlg_show_score(HWND hDlg, LPCSTR name, int score, int position);
|
||||
static void RenderHighScoreDialog();
|
||||
private :
|
||||
static int dlg_enter_name;
|
||||
static int dlg_score;
|
||||
static int dlg_position;
|
||||
static LPCSTR default_name;
|
||||
static char default_name[32];
|
||||
static high_score_struct* dlg_hst;
|
||||
static winhelp_entry help[21];
|
||||
static bool ShowDialog;
|
||||
};
|
||||
|
123
SpaceCadetPinball/imconfig.h
Normal file
123
SpaceCadetPinball/imconfig.h
Normal file
@ -0,0 +1,123 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||||
//-----------------------------------------------------------------------------
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows.
|
||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
|
||||
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
|
||||
//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
||||
// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
|
||||
// #define IMGUI_USE_STB_SPRINTF
|
||||
|
||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
|
||||
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
|
||||
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
|
||||
// This adds a small runtime cost which is why it is not enabled by default.
|
||||
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
||||
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, const MyMatrix44& v);
|
||||
}
|
||||
*/
|
11866
SpaceCadetPinball/imgui.cpp
Normal file
11866
SpaceCadetPinball/imgui.cpp
Normal file
File diff suppressed because it is too large
Load Diff
2904
SpaceCadetPinball/imgui.h
Normal file
2904
SpaceCadetPinball/imgui.h
Normal file
File diff suppressed because it is too large
Load Diff
7652
SpaceCadetPinball/imgui_demo.cpp
Normal file
7652
SpaceCadetPinball/imgui_demo.cpp
Normal file
File diff suppressed because it is too large
Load Diff
4177
SpaceCadetPinball/imgui_draw.cpp
Normal file
4177
SpaceCadetPinball/imgui_draw.cpp
Normal file
File diff suppressed because it is too large
Load Diff
443
SpaceCadetPinball/imgui_impl_sdl.cpp
Normal file
443
SpaceCadetPinball/imgui_impl_sdl.cpp
Normal file
@ -0,0 +1,443 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (Prefer SDL 2.0.5+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
|
||||
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
|
||||
// SDL
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
|
||||
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
#else
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
|
||||
#endif
|
||||
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint64 Time;
|
||||
bool MousePressed[3];
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0) io.MouseWheelH += 1;
|
||||
if (event->wheel.x < 0) io.MouseWheelH -= 1;
|
||||
if (event->wheel.y > 0) io.MouseWheel += 1;
|
||||
if (event->wheel.y < 0) io.MouseWheel -= 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.scancode;
|
||||
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
||||
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
||||
#ifdef _WIN32
|
||||
io.KeySuper = false;
|
||||
#else
|
||||
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bool mouse_can_use_global_state = false;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
mouse_can_use_global_state = true;
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info))
|
||||
io.ImeWindowHandle = info.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
#endif
|
||||
|
||||
// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImVec2 mouse_pos_prev = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
// Update mouse buttons
|
||||
int mouse_x_local, mouse_y_local;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
|
||||
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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.
|
||||
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
|
||||
|
||||
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
|
||||
SDL_Window* mouse_window = NULL;
|
||||
if (hovered_window && bd->Window == hovered_window)
|
||||
mouse_window = hovered_window;
|
||||
else if (focused_window && bd->Window == focused_window)
|
||||
mouse_window = focused_window;
|
||||
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
// SDL 2.0.3 and non-windowed systems: single-viewport only
|
||||
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
|
||||
#endif
|
||||
|
||||
if (mouse_window == NULL)
|
||||
return;
|
||||
|
||||
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
|
||||
|
||||
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Unlike local position obtained earlier this will be valid when straying out of bounds.
|
||||
int mouse_x_global, mouse_y_global;
|
||||
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
{
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
34
SpaceCadetPinball/imgui_impl_sdl.h
Normal file
34
SpaceCadetPinball/imgui_impl_sdl.h
Normal file
@ -0,0 +1,34 @@
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
2745
SpaceCadetPinball/imgui_internal.h
Normal file
2745
SpaceCadetPinball/imgui_internal.h
Normal file
File diff suppressed because it is too large
Load Diff
676
SpaceCadetPinball/imgui_sdl.cpp
Normal file
676
SpaceCadetPinball/imgui_sdl.cpp
Normal file
@ -0,0 +1,676 @@
|
||||
#include "imgui_sdl.h"
|
||||
|
||||
#include "SDL.h"
|
||||
|
||||
#include "imgui.h"
|
||||
|
||||
#include <map>
|
||||
#include <list>
|
||||
#include <cmath>
|
||||
#include <array>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace
|
||||
{
|
||||
struct Device* CurrentDevice = nullptr;
|
||||
|
||||
namespace TupleHash
|
||||
{
|
||||
template <typename T> struct Hash
|
||||
{
|
||||
std::size_t operator()(const T& value) const
|
||||
{
|
||||
return std::hash<T>()(value);
|
||||
}
|
||||
};
|
||||
|
||||
template <typename T> void CombineHash(std::size_t& seed, const T& value)
|
||||
{
|
||||
seed ^= TupleHash::Hash<T>()(value) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
|
||||
}
|
||||
|
||||
template <typename Tuple, std::size_t Index = std::tuple_size<Tuple>::value - 1> struct Hasher
|
||||
{
|
||||
static void Hash(std::size_t& seed, const Tuple& tuple)
|
||||
{
|
||||
Hasher<Tuple, Index - 1>::Hash(seed, tuple);
|
||||
CombineHash(seed, std::get<Index>(tuple));
|
||||
}
|
||||
};
|
||||
|
||||
template <typename Tuple> struct Hasher<Tuple, 0>
|
||||
{
|
||||
static void Hash(std::size_t& seed, const Tuple& tuple)
|
||||
{
|
||||
CombineHash(seed, std::get<0>(tuple));
|
||||
}
|
||||
};
|
||||
|
||||
template <typename... T> struct Hash<std::tuple<T...>>
|
||||
{
|
||||
std::size_t operator()(const std::tuple<T...>& value) const
|
||||
{
|
||||
std::size_t seed = 0;
|
||||
Hasher<std::tuple<T...>>::Hash(seed, value);
|
||||
return seed;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
template <typename Key, typename Value, std::size_t Size> class LRUCache
|
||||
{
|
||||
public:
|
||||
bool Contains(const Key& key) const
|
||||
{
|
||||
return Container.find(key) != Container.end();
|
||||
}
|
||||
|
||||
const Value& At(const Key& key)
|
||||
{
|
||||
assert(Contains(key));
|
||||
|
||||
const auto location = Container.find(key);
|
||||
Order.splice(Order.begin(), Order, location->second);
|
||||
return location->second->second;
|
||||
}
|
||||
|
||||
void Insert(const Key& key, Value value)
|
||||
{
|
||||
const auto existingLocation = Container.find(key);
|
||||
if (existingLocation != Container.end())
|
||||
{
|
||||
Order.erase(existingLocation->second);
|
||||
Container.erase(existingLocation);
|
||||
}
|
||||
|
||||
Order.push_front(std::make_pair(key, std::move(value)));
|
||||
Container.insert(std::make_pair(key, Order.begin()));
|
||||
|
||||
Clean();
|
||||
}
|
||||
private:
|
||||
void Clean()
|
||||
{
|
||||
while (Container.size() > Size)
|
||||
{
|
||||
auto last = Order.end();
|
||||
last--;
|
||||
Container.erase(last->first);
|
||||
Order.pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
std::list<std::pair<Key, Value>> Order;
|
||||
std::unordered_map<Key, decltype(Order.begin()), TupleHash::Hash<Key>> Container;
|
||||
};
|
||||
|
||||
struct Color
|
||||
{
|
||||
const float R, G, B, A;
|
||||
|
||||
explicit Color(uint32_t color)
|
||||
: R(((color >> 0) & 0xff) / 255.0f), G(((color >> 8) & 0xff) / 255.0f), B(((color >> 16) & 0xff) / 255.0f), A(((color >> 24) & 0xff) / 255.0f) { }
|
||||
Color(float r, float g, float b, float a) : R(r), G(g), B(b), A(a) { }
|
||||
|
||||
Color operator*(const Color& c) const { return Color(R * c.R, G * c.G, B * c.B, A * c.A); }
|
||||
Color operator*(float v) const { return Color(R * v, G * v, B * v, A * v); }
|
||||
Color operator+(const Color& c) const { return Color(R + c.R, G + c.G, B + c.B, A + c.A); }
|
||||
|
||||
uint32_t ToInt() const
|
||||
{
|
||||
return ((static_cast<int>(R * 255) & 0xff) << 0)
|
||||
| ((static_cast<int>(G * 255) & 0xff) << 8)
|
||||
| ((static_cast<int>(B * 255) & 0xff) << 16)
|
||||
| ((static_cast<int>(A * 255) & 0xff) << 24);
|
||||
}
|
||||
|
||||
void UseAsDrawColor(SDL_Renderer* renderer) const
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer,
|
||||
static_cast<uint8_t>(R * 255),
|
||||
static_cast<uint8_t>(G * 255),
|
||||
static_cast<uint8_t>(B * 255),
|
||||
static_cast<uint8_t>(A * 255));
|
||||
}
|
||||
};
|
||||
|
||||
struct Device
|
||||
{
|
||||
SDL_Renderer* Renderer;
|
||||
|
||||
struct ClipRect
|
||||
{
|
||||
int X, Y, Width, Height;
|
||||
} Clip;
|
||||
|
||||
struct TriangleCacheItem
|
||||
{
|
||||
SDL_Texture* Texture = nullptr;
|
||||
int Width = 0, Height = 0;
|
||||
|
||||
~TriangleCacheItem() { if (Texture) SDL_DestroyTexture(Texture); }
|
||||
};
|
||||
|
||||
// You can tweak these to values that you find that work the best.
|
||||
static constexpr std::size_t UniformColorTriangleCacheSize = 512;
|
||||
static constexpr std::size_t GenericTriangleCacheSize = 64;
|
||||
|
||||
// Uniform color is identified by its color and the coordinates of the edges.
|
||||
using UniformColorTriangleKey = std::tuple<uint32_t, int, int, int, int, int, int>;
|
||||
// The generic triangle cache unfortunately has to be basically a full representation of the triangle.
|
||||
// This includes the (offset) vertex positions, texture coordinates and vertex colors.
|
||||
using GenericTriangleVertexKey = std::tuple<int, int, double, double, uint32_t>;
|
||||
using GenericTriangleKey = std::tuple<GenericTriangleVertexKey, GenericTriangleVertexKey, GenericTriangleVertexKey>;
|
||||
|
||||
LRUCache<UniformColorTriangleKey, std::unique_ptr<TriangleCacheItem>, UniformColorTriangleCacheSize> UniformColorTriangleCache;
|
||||
LRUCache<GenericTriangleKey, std::unique_ptr<TriangleCacheItem>, GenericTriangleCacheSize> GenericTriangleCache;
|
||||
|
||||
Device(SDL_Renderer* renderer) : Renderer(renderer) { }
|
||||
|
||||
void SetClipRect(const ClipRect& rect)
|
||||
{
|
||||
Clip = rect;
|
||||
const SDL_Rect clip = { rect.X, rect.Y, rect.Width, rect.Height };
|
||||
SDL_RenderSetClipRect(Renderer, &clip);
|
||||
}
|
||||
|
||||
void EnableClip() { SetClipRect(Clip); }
|
||||
void DisableClip() { SDL_RenderSetClipRect(Renderer, nullptr); }
|
||||
|
||||
void SetAt(int x, int y, const Color& color)
|
||||
{
|
||||
color.UseAsDrawColor(Renderer);
|
||||
SDL_RenderDrawPoint(Renderer, x, y);
|
||||
}
|
||||
|
||||
SDL_Texture* MakeTexture(int width, int height)
|
||||
{
|
||||
SDL_Texture* texture = SDL_CreateTexture(Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
|
||||
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
|
||||
return texture;
|
||||
}
|
||||
|
||||
void UseAsRenderTarget(SDL_Texture* texture)
|
||||
{
|
||||
SDL_SetRenderTarget(Renderer, texture);
|
||||
if (texture)
|
||||
{
|
||||
SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(Renderer);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct Texture
|
||||
{
|
||||
SDL_Surface* Surface;
|
||||
SDL_Texture* Source;
|
||||
|
||||
~Texture()
|
||||
{
|
||||
SDL_FreeSurface(Surface);
|
||||
SDL_DestroyTexture(Source);
|
||||
}
|
||||
|
||||
Color Sample(float u, float v) const
|
||||
{
|
||||
const int x = static_cast<int>(std::round(u * (Surface->w - 1) + 0.5f));
|
||||
const int y = static_cast<int>(std::round(v * (Surface->h - 1) + 0.5f));
|
||||
|
||||
const int location = y * Surface->w + x;
|
||||
assert(location < Surface->w * Surface->h);
|
||||
|
||||
return Color(static_cast<uint32_t*>(Surface->pixels)[location]);
|
||||
}
|
||||
};
|
||||
|
||||
template <typename T> class InterpolatedFactorEquation
|
||||
{
|
||||
public:
|
||||
InterpolatedFactorEquation(const T& value0, const T& value1, const T& value2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2)
|
||||
: Value0(value0), Value1(value1), Value2(value2), V0(v0), V1(v1), V2(v2),
|
||||
Divisor((V1.y - V2.y) * (V0.x - V2.x) + (V2.x - V1.x) * (V0.y - V2.y)) { }
|
||||
|
||||
T Evaluate(float x, float y) const
|
||||
{
|
||||
const float w1 = ((V1.y - V2.y) * (x - V2.x) + (V2.x - V1.x) * (y - V2.y)) / Divisor;
|
||||
const float w2 = ((V2.y - V0.y) * (x - V2.x) + (V0.x - V2.x) * (y - V2.y)) / Divisor;
|
||||
const float w3 = 1.0f - w1 - w2;
|
||||
|
||||
return static_cast<T>((Value0 * w1) + (Value1 * w2) + (Value2 * w3));
|
||||
}
|
||||
private:
|
||||
const T Value0;
|
||||
const T Value1;
|
||||
const T Value2;
|
||||
|
||||
const ImVec2& V0;
|
||||
const ImVec2& V1;
|
||||
const ImVec2& V2;
|
||||
|
||||
const float Divisor;
|
||||
};
|
||||
|
||||
struct Rect
|
||||
{
|
||||
float MinX, MinY, MaxX, MaxY;
|
||||
float MinU, MinV, MaxU, MaxV;
|
||||
|
||||
bool IsOnExtreme(const ImVec2& point) const
|
||||
{
|
||||
return (point.x == MinX || point.x == MaxX) && (point.y == MinY || point.y == MaxY);
|
||||
}
|
||||
|
||||
bool UsesOnlyColor() const
|
||||
{
|
||||
const ImVec2& whitePixel = ImGui::GetIO().Fonts->TexUvWhitePixel;
|
||||
|
||||
return MinU == MaxU && MinU == whitePixel.x && MinV == MaxV && MaxV == whitePixel.y;
|
||||
}
|
||||
|
||||
static Rect CalculateBoundingBox(const ImDrawVert& v0, const ImDrawVert& v1, const ImDrawVert& v2)
|
||||
{
|
||||
return Rect{
|
||||
std::min({ v0.pos.x, v1.pos.x, v2.pos.x }),
|
||||
std::min({ v0.pos.y, v1.pos.y, v2.pos.y }),
|
||||
std::max({ v0.pos.x, v1.pos.x, v2.pos.x }),
|
||||
std::max({ v0.pos.y, v1.pos.y, v2.pos.y }),
|
||||
std::min({ v0.uv.x, v1.uv.x, v2.uv.x }),
|
||||
std::min({ v0.uv.y, v1.uv.y, v2.uv.y }),
|
||||
std::max({ v0.uv.x, v1.uv.x, v2.uv.x }),
|
||||
std::max({ v0.uv.y, v1.uv.y, v2.uv.y })
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
struct FixedPointTriangleRenderInfo
|
||||
{
|
||||
int X1, X2, X3, Y1, Y2, Y3;
|
||||
int MinX, MaxX, MinY, MaxY;
|
||||
|
||||
static FixedPointTriangleRenderInfo CalculateFixedPointTriangleInfo(const ImVec2& v1, const ImVec2& v2, const ImVec2& v3)
|
||||
{
|
||||
static constexpr float scale = 16.0f;
|
||||
|
||||
const int x1 = static_cast<int>(std::round(v1.x * scale));
|
||||
const int x2 = static_cast<int>(std::round(v2.x * scale));
|
||||
const int x3 = static_cast<int>(std::round(v3.x * scale));
|
||||
|
||||
const int y1 = static_cast<int>(std::round(v1.y * scale));
|
||||
const int y2 = static_cast<int>(std::round(v2.y * scale));
|
||||
const int y3 = static_cast<int>(std::round(v3.y * scale));
|
||||
|
||||
int minX = (std::min({ x1, x2, x3 }) + 0xF) >> 4;
|
||||
int maxX = (std::max({ x1, x2, x3 }) + 0xF) >> 4;
|
||||
int minY = (std::min({ y1, y2, y3 }) + 0xF) >> 4;
|
||||
int maxY = (std::max({ y1, y2, y3 }) + 0xF) >> 4;
|
||||
|
||||
return FixedPointTriangleRenderInfo{ x1, x2, x3, y1, y2, y3, minX, maxX, minY, maxY };
|
||||
}
|
||||
};
|
||||
|
||||
void DrawTriangleWithColorFunction(const FixedPointTriangleRenderInfo& renderInfo, const std::function<Color(float x, float y)>& colorFunction, Device::TriangleCacheItem* cacheItem)
|
||||
{
|
||||
// Implementation source: https://web.archive.org/web/20171128164608/http://forum.devmaster.net/t/advanced-rasterization/6145.
|
||||
// This is a fixed point implementation that rounds to top-left.
|
||||
|
||||
const int deltaX12 = renderInfo.X1 - renderInfo.X2;
|
||||
const int deltaX23 = renderInfo.X2 - renderInfo.X3;
|
||||
const int deltaX31 = renderInfo.X3 - renderInfo.X1;
|
||||
|
||||
const int deltaY12 = renderInfo.Y1 - renderInfo.Y2;
|
||||
const int deltaY23 = renderInfo.Y2 - renderInfo.Y3;
|
||||
const int deltaY31 = renderInfo.Y3 - renderInfo.Y1;
|
||||
|
||||
const int fixedDeltaX12 = deltaX12 << 4;
|
||||
const int fixedDeltaX23 = deltaX23 << 4;
|
||||
const int fixedDeltaX31 = deltaX31 << 4;
|
||||
|
||||
const int fixedDeltaY12 = deltaY12 << 4;
|
||||
const int fixedDeltaY23 = deltaY23 << 4;
|
||||
const int fixedDeltaY31 = deltaY31 << 4;
|
||||
|
||||
const int width = renderInfo.MaxX - renderInfo.MinX;
|
||||
const int height = renderInfo.MaxY - renderInfo.MinY;
|
||||
if (width == 0 || height == 0) return;
|
||||
|
||||
int c1 = deltaY12 * renderInfo.X1 - deltaX12 * renderInfo.Y1;
|
||||
int c2 = deltaY23 * renderInfo.X2 - deltaX23 * renderInfo.Y2;
|
||||
int c3 = deltaY31 * renderInfo.X3 - deltaX31 * renderInfo.Y3;
|
||||
|
||||
if (deltaY12 < 0 || (deltaY12 == 0 && deltaX12 > 0)) c1++;
|
||||
if (deltaY23 < 0 || (deltaY23 == 0 && deltaX23 > 0)) c2++;
|
||||
if (deltaY31 < 0 || (deltaY31 == 0 && deltaX31 > 0)) c3++;
|
||||
|
||||
int edgeStart1 = c1 + deltaX12 * (renderInfo.MinY << 4) - deltaY12 * (renderInfo.MinX << 4);
|
||||
int edgeStart2 = c2 + deltaX23 * (renderInfo.MinY << 4) - deltaY23 * (renderInfo.MinX << 4);
|
||||
int edgeStart3 = c3 + deltaX31 * (renderInfo.MinY << 4) - deltaY31 * (renderInfo.MinX << 4);
|
||||
|
||||
SDL_Texture* cache = CurrentDevice->MakeTexture(width, height);
|
||||
CurrentDevice->DisableClip();
|
||||
CurrentDevice->UseAsRenderTarget(cache);
|
||||
|
||||
for (int y = renderInfo.MinY; y < renderInfo.MaxY; y++)
|
||||
{
|
||||
int edge1 = edgeStart1;
|
||||
int edge2 = edgeStart2;
|
||||
int edge3 = edgeStart3;
|
||||
|
||||
for (int x = renderInfo.MinX; x < renderInfo.MaxX; x++)
|
||||
{
|
||||
if (edge1 > 0 && edge2 > 0 && edge3 > 0)
|
||||
{
|
||||
CurrentDevice->SetAt(x - renderInfo.MinX, y - renderInfo.MinY, colorFunction(x + 0.5f, y + 0.5f));
|
||||
}
|
||||
|
||||
edge1 -= fixedDeltaY12;
|
||||
edge2 -= fixedDeltaY23;
|
||||
edge3 -= fixedDeltaY31;
|
||||
}
|
||||
|
||||
edgeStart1 += fixedDeltaX12;
|
||||
edgeStart2 += fixedDeltaX23;
|
||||
edgeStart3 += fixedDeltaX31;
|
||||
}
|
||||
|
||||
CurrentDevice->UseAsRenderTarget(nullptr);
|
||||
CurrentDevice->EnableClip();
|
||||
|
||||
cacheItem->Texture = cache;
|
||||
cacheItem->Width = width;
|
||||
cacheItem->Height = height;
|
||||
}
|
||||
|
||||
void DrawCachedTriangle(const Device::TriangleCacheItem& triangle, const FixedPointTriangleRenderInfo& renderInfo)
|
||||
{
|
||||
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, triangle.Width, triangle.Height };
|
||||
SDL_RenderCopy(CurrentDevice->Renderer, triangle.Texture, nullptr, &destination);
|
||||
}
|
||||
|
||||
void DrawTriangle(const ImDrawVert& v1, const ImDrawVert& v2, const ImDrawVert& v3, const Texture* texture)
|
||||
{
|
||||
// The naming inconsistency in the parameters is intentional. The fixed point algorithm wants the vertices in a counter clockwise order.
|
||||
const auto& renderInfo = FixedPointTriangleRenderInfo::CalculateFixedPointTriangleInfo(v3.pos, v2.pos, v1.pos);
|
||||
|
||||
// First we check if there is a cached version of this triangle already waiting for us. If so, we can just do a super fast texture copy.
|
||||
|
||||
const auto key = std::make_tuple(
|
||||
std::make_tuple(static_cast<int>(std::round(v1.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v1.pos.y)) - renderInfo.MinY, v1.uv.x, v1.uv.y, v1.col),
|
||||
std::make_tuple(static_cast<int>(std::round(v2.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v2.pos.y)) - renderInfo.MinY, v2.uv.x, v2.uv.y, v2.col),
|
||||
std::make_tuple(static_cast<int>(std::round(v3.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v3.pos.y)) - renderInfo.MinY, v3.uv.x, v3.uv.y, v3.col));
|
||||
|
||||
if (CurrentDevice->GenericTriangleCache.Contains(key))
|
||||
{
|
||||
const auto& cached = CurrentDevice->GenericTriangleCache.At(key);
|
||||
DrawCachedTriangle(*cached, renderInfo);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
const InterpolatedFactorEquation<float> textureU(v1.uv.x, v2.uv.x, v3.uv.x, v1.pos, v2.pos, v3.pos);
|
||||
const InterpolatedFactorEquation<float> textureV(v1.uv.y, v2.uv.y, v3.uv.y, v1.pos, v2.pos, v3.pos);
|
||||
|
||||
const InterpolatedFactorEquation<Color> shadeColor(Color(v1.col), Color(v2.col), Color(v3.col), v1.pos, v2.pos, v3.pos);
|
||||
|
||||
auto cached = std::make_unique<Device::TriangleCacheItem>();
|
||||
DrawTriangleWithColorFunction(renderInfo, [&](float x, float y) {
|
||||
const float u = textureU.Evaluate(x, y);
|
||||
const float v = textureV.Evaluate(x, y);
|
||||
const Color sampled = texture->Sample(u, v);
|
||||
const Color shade = shadeColor.Evaluate(x, y);
|
||||
|
||||
return sampled * shade;
|
||||
}, cached.get());
|
||||
|
||||
if (!cached->Texture) return;
|
||||
|
||||
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, cached->Width, cached->Height };
|
||||
SDL_RenderCopy(CurrentDevice->Renderer, cached->Texture, nullptr, &destination);
|
||||
|
||||
CurrentDevice->GenericTriangleCache.Insert(key, std::move(cached));
|
||||
}
|
||||
|
||||
void DrawUniformColorTriangle(const ImDrawVert& v1, const ImDrawVert& v2, const ImDrawVert& v3)
|
||||
{
|
||||
const Color color(v1.col);
|
||||
|
||||
// The naming inconsistency in the parameters is intentional. The fixed point algorithm wants the vertices in a counter clockwise order.
|
||||
const auto& renderInfo = FixedPointTriangleRenderInfo::CalculateFixedPointTriangleInfo(v3.pos, v2.pos, v1.pos);
|
||||
|
||||
const auto key =std::make_tuple(v1.col,
|
||||
static_cast<int>(std::round(v1.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v1.pos.y)) - renderInfo.MinY,
|
||||
static_cast<int>(std::round(v2.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v2.pos.y)) - renderInfo.MinY,
|
||||
static_cast<int>(std::round(v3.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v3.pos.y)) - renderInfo.MinY);
|
||||
if (CurrentDevice->UniformColorTriangleCache.Contains(key))
|
||||
{
|
||||
const auto& cached = CurrentDevice->UniformColorTriangleCache.At(key);
|
||||
DrawCachedTriangle(*cached, renderInfo);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto cached = std::make_unique<Device::TriangleCacheItem>();
|
||||
DrawTriangleWithColorFunction(renderInfo, [&color](float, float) { return color; }, cached.get());
|
||||
|
||||
if (!cached->Texture) return;
|
||||
|
||||
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, cached->Width, cached->Height };
|
||||
SDL_RenderCopy(CurrentDevice->Renderer, cached->Texture, nullptr, &destination);
|
||||
|
||||
CurrentDevice->UniformColorTriangleCache.Insert(key, std::move(cached));
|
||||
}
|
||||
|
||||
void DrawRectangle(const Rect& bounding, SDL_Texture* texture, int textureWidth, int textureHeight, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
|
||||
{
|
||||
// We are safe to assume uniform color here, because the caller checks it and and uses the triangle renderer to render those.
|
||||
|
||||
const SDL_Rect destination = {
|
||||
static_cast<int>(bounding.MinX),
|
||||
static_cast<int>(bounding.MinY),
|
||||
static_cast<int>(bounding.MaxX - bounding.MinX),
|
||||
static_cast<int>(bounding.MaxY - bounding.MinY)
|
||||
};
|
||||
|
||||
// If the area isn't textured, we can just draw a rectangle with the correct color.
|
||||
if (bounding.UsesOnlyColor())
|
||||
{
|
||||
color.UseAsDrawColor(CurrentDevice->Renderer);
|
||||
SDL_RenderFillRect(CurrentDevice->Renderer, &destination);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We can now just calculate the correct source rectangle and draw it.
|
||||
|
||||
const SDL_Rect source = {
|
||||
static_cast<int>(bounding.MinU * textureWidth),
|
||||
static_cast<int>(bounding.MinV * textureHeight),
|
||||
static_cast<int>((bounding.MaxU - bounding.MinU) * textureWidth),
|
||||
static_cast<int>((bounding.MaxV - bounding.MinV) * textureHeight)
|
||||
};
|
||||
|
||||
const SDL_RendererFlip flip = static_cast<SDL_RendererFlip>((doHorizontalFlip ? SDL_FLIP_HORIZONTAL : 0) | (doVerticalFlip ? SDL_FLIP_VERTICAL : 0));
|
||||
|
||||
SDL_SetTextureColorMod(texture, static_cast<uint8_t>(color.R * 255), static_cast<uint8_t>(color.G * 255), static_cast<uint8_t>(color.B * 255));
|
||||
SDL_RenderCopyEx(CurrentDevice->Renderer, texture, &source, &destination, 0.0, nullptr, flip);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawRectangle(const Rect& bounding, const Texture* texture, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
|
||||
{
|
||||
DrawRectangle(bounding, texture->Source, texture->Surface->w, texture->Surface->h, color, doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
|
||||
void DrawRectangle(const Rect& bounding, SDL_Texture* texture, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
|
||||
{
|
||||
int width, height;
|
||||
SDL_QueryTexture(texture, nullptr, nullptr, &width, &height);
|
||||
DrawRectangle(bounding, texture, width, height, color, doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
}
|
||||
|
||||
namespace ImGuiSDL
|
||||
{
|
||||
void Initialize(SDL_Renderer* renderer, int windowWidth, int windowHeight)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize.x = static_cast<float>(windowWidth);
|
||||
io.DisplaySize.y = static_cast<float>(windowHeight);
|
||||
|
||||
ImGui::GetStyle().WindowRounding = 0.0f;
|
||||
ImGui::GetStyle().AntiAliasedFill = false;
|
||||
ImGui::GetStyle().AntiAliasedLines = false;
|
||||
|
||||
// Loads the font texture.
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
static constexpr uint32_t rmask = 0x000000ff, gmask = 0x0000ff00, bmask = 0x00ff0000, amask = 0xff000000;
|
||||
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, width, height, 32, 4 * width, rmask, gmask, bmask, amask);
|
||||
|
||||
Texture* texture = new Texture();
|
||||
texture->Surface = surface;
|
||||
texture->Source = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
io.Fonts->TexID = (void*)texture;
|
||||
|
||||
CurrentDevice = new Device(renderer);
|
||||
}
|
||||
|
||||
void Deinitialize()
|
||||
{
|
||||
// Frees up the memory of the font texture.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
Texture* texture = static_cast<Texture*>(io.Fonts->TexID);
|
||||
delete texture;
|
||||
|
||||
delete CurrentDevice;
|
||||
}
|
||||
|
||||
void Render(ImDrawData* drawData)
|
||||
{
|
||||
SDL_BlendMode blendMode;
|
||||
SDL_GetRenderDrawBlendMode(CurrentDevice->Renderer, &blendMode);
|
||||
SDL_SetRenderDrawBlendMode(CurrentDevice->Renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
Uint8 initialR, initialG, initialB, initialA;
|
||||
SDL_GetRenderDrawColor(CurrentDevice->Renderer, &initialR, &initialG, &initialB, &initialA);
|
||||
|
||||
SDL_bool initialClipEnabled = SDL_RenderIsClipEnabled(CurrentDevice->Renderer);
|
||||
SDL_Rect initialClipRect;
|
||||
SDL_RenderGetClipRect(CurrentDevice->Renderer, &initialClipRect);
|
||||
|
||||
SDL_Texture* initialRenderTarget = SDL_GetRenderTarget(CurrentDevice->Renderer);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
auto commandList = drawData->CmdLists[n];
|
||||
auto vertexBuffer = commandList->VtxBuffer;
|
||||
auto indexBuffer = commandList->IdxBuffer.Data;
|
||||
|
||||
for (int cmd_i = 0; cmd_i < commandList->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* drawCommand = &commandList->CmdBuffer[cmd_i];
|
||||
|
||||
const Device::ClipRect clipRect = {
|
||||
static_cast<int>(drawCommand->ClipRect.x),
|
||||
static_cast<int>(drawCommand->ClipRect.y),
|
||||
static_cast<int>(drawCommand->ClipRect.z - drawCommand->ClipRect.x),
|
||||
static_cast<int>(drawCommand->ClipRect.w - drawCommand->ClipRect.y)
|
||||
};
|
||||
CurrentDevice->SetClipRect(clipRect);
|
||||
|
||||
if (drawCommand->UserCallback)
|
||||
{
|
||||
drawCommand->UserCallback(commandList, drawCommand);
|
||||
}
|
||||
else
|
||||
{
|
||||
const bool isWrappedTexture = drawCommand->TextureId == io.Fonts->TexID;
|
||||
|
||||
// Loops over triangles.
|
||||
for (unsigned int i = 0; i + 3 <= drawCommand->ElemCount; i += 3)
|
||||
{
|
||||
const ImDrawVert& v0 = vertexBuffer[indexBuffer[i + 0]];
|
||||
const ImDrawVert& v1 = vertexBuffer[indexBuffer[i + 1]];
|
||||
const ImDrawVert& v2 = vertexBuffer[indexBuffer[i + 2]];
|
||||
|
||||
const Rect& bounding = Rect::CalculateBoundingBox(v0, v1, v2);
|
||||
|
||||
const bool isTriangleUniformColor = v0.col == v1.col && v1.col == v2.col;
|
||||
const bool doesTriangleUseOnlyColor = bounding.UsesOnlyColor();
|
||||
|
||||
// Actually, since we render a whole bunch of rectangles, we try to first detect those, and render them more efficiently.
|
||||
// How are rectangles detected? It's actually pretty simple: If all 6 vertices lie on the extremes of the bounding box,
|
||||
// it's a rectangle.
|
||||
if (i + 6 <= drawCommand->ElemCount)
|
||||
{
|
||||
const ImDrawVert& v3 = vertexBuffer[indexBuffer[i + 3]];
|
||||
const ImDrawVert& v4 = vertexBuffer[indexBuffer[i + 4]];
|
||||
const ImDrawVert& v5 = vertexBuffer[indexBuffer[i + 5]];
|
||||
|
||||
const bool isUniformColor = isTriangleUniformColor && v2.col == v3.col && v3.col == v4.col && v4.col == v5.col;
|
||||
|
||||
if (isUniformColor
|
||||
&& bounding.IsOnExtreme(v0.pos)
|
||||
&& bounding.IsOnExtreme(v1.pos)
|
||||
&& bounding.IsOnExtreme(v2.pos)
|
||||
&& bounding.IsOnExtreme(v3.pos)
|
||||
&& bounding.IsOnExtreme(v4.pos)
|
||||
&& bounding.IsOnExtreme(v5.pos))
|
||||
{
|
||||
// ImGui gives the triangles in a nice order: the first vertex happens to be the topleft corner of our rectangle.
|
||||
// We need to check for the orientation of the texture, as I believe in theory ImGui could feed us a flipped texture,
|
||||
// so that the larger texture coordinates are at topleft instead of bottomright.
|
||||
// We don't consider equal texture coordinates to require a flip, as then the rectangle is mostlikely simply a colored rectangle.
|
||||
const bool doHorizontalFlip = v2.uv.x < v0.uv.x;
|
||||
const bool doVerticalFlip = v2.uv.x < v0.uv.x;
|
||||
|
||||
if (isWrappedTexture)
|
||||
{
|
||||
DrawRectangle(bounding, static_cast<const Texture*>(drawCommand->TextureId), Color(v0.col), doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangle(bounding, static_cast<SDL_Texture*>(drawCommand->TextureId), Color(v0.col), doHorizontalFlip, doVerticalFlip);
|
||||
}
|
||||
|
||||
i += 3; // Additional increment to account for the extra 3 vertices we consumed.
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (isTriangleUniformColor && doesTriangleUseOnlyColor)
|
||||
{
|
||||
DrawUniformColorTriangle(v0, v1, v2);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Currently we assume that any non rectangular texture samples the font texture. Dunno if that's what actually happens, but it seems to work.
|
||||
assert(isWrappedTexture);
|
||||
DrawTriangle(v0, v1, v2, static_cast<const Texture*>(drawCommand->TextureId));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
indexBuffer += drawCommand->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
CurrentDevice->DisableClip();
|
||||
|
||||
SDL_SetRenderTarget(CurrentDevice->Renderer, initialRenderTarget);
|
||||
|
||||
SDL_RenderSetClipRect(CurrentDevice->Renderer, initialClipEnabled ? &initialClipRect : nullptr);
|
||||
|
||||
SDL_SetRenderDrawColor(CurrentDevice->Renderer,
|
||||
initialR, initialG, initialB, initialA);
|
||||
|
||||
SDL_SetRenderDrawBlendMode(CurrentDevice->Renderer, blendMode);
|
||||
}
|
||||
}
|
17
SpaceCadetPinball/imgui_sdl.h
Normal file
17
SpaceCadetPinball/imgui_sdl.h
Normal file
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
struct ImDrawData;
|
||||
struct SDL_Renderer;
|
||||
|
||||
namespace ImGuiSDL
|
||||
{
|
||||
// Call this to initialize the SDL renderer device that is internally used by the renderer.
|
||||
void Initialize(SDL_Renderer* renderer, int windowWidth, int windowHeight);
|
||||
// Call this before destroying your SDL renderer or ImGui to ensure that proper cleanup is done. This doesn't do anything critically important though,
|
||||
// so if you're fine with small memory leaks at the end of your application, you can even omit this.
|
||||
void Deinitialize();
|
||||
|
||||
// Call this every frame after ImGui::Render with ImGui::GetDrawData(). This will use the SDL_Renderer provided to the interfrace with Initialize
|
||||
// to draw the contents of the draw data to the screen.
|
||||
void Render(ImDrawData* drawData);
|
||||
}
|
4049
SpaceCadetPinball/imgui_tables.cpp
Normal file
4049
SpaceCadetPinball/imgui_tables.cpp
Normal file
File diff suppressed because it is too large
Load Diff
8208
SpaceCadetPinball/imgui_widgets.cpp
Normal file
8208
SpaceCadetPinball/imgui_widgets.cpp
Normal file
File diff suppressed because it is too large
Load Diff
639
SpaceCadetPinball/imstb_rectpack.h
Normal file
639
SpaceCadetPinball/imstb_rectpack.h
Normal file
@ -0,0 +1,639 @@
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.00.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Added STBRP__CDECL
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
typedef int stbrp_coord;
|
||||
#else
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||
#endif
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
context->extra[1].y = (1<<30);
|
||||
#else
|
||||
context->extra[1].y = 65535;
|
||||
#endif
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
#define STBRP__MAXVAL 0xffffffff
|
||||
#else
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
1449
SpaceCadetPinball/imstb_textedit.h
Normal file
1449
SpaceCadetPinball/imstb_textedit.h
Normal file
File diff suppressed because it is too large
Load Diff
4903
SpaceCadetPinball/imstb_truetype.h
Normal file
4903
SpaceCadetPinball/imstb_truetype.h
Normal file
File diff suppressed because it is too large
Load Diff
@ -95,6 +95,7 @@ void options::init(HMENU menuHandle)
|
||||
Options.RightTableBumpKey = Options.RightTableBumpKeyDft;
|
||||
Options.Players = 1;
|
||||
Options.BottomTableBumpKey = Options.BottomTableBumpKeyDft;
|
||||
Options.UniformScaling = true;
|
||||
/*Options.Sounds = get_int(nullptr, "Sounds", Options.Sounds);
|
||||
Options.Music = get_int(nullptr, "Music", Options.Music);
|
||||
Options.Average = get_int(nullptr, "Average", Options.Average);
|
||||
@ -341,7 +342,7 @@ void options::toggle(UINT uIDCheckItem)
|
||||
Options.UniformScaling ^= true;
|
||||
menu_check(Menu1_WindowUniformScale, Options.UniformScaling);
|
||||
fullscrn::window_size_changed();
|
||||
fullscrn::paint();
|
||||
pb::paint();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -387,7 +388,7 @@ void options::init_resolution()
|
||||
|
||||
void options::keyboard()
|
||||
{
|
||||
DialogBoxParamA(nullptr, "KEYMAPPER", nullptr, KeyMapDlgProc, 0);
|
||||
//DialogBoxParamA(nullptr, "KEYMAPPER", nullptr, KeyMapDlgProc, 0);
|
||||
}
|
||||
|
||||
INT_PTR _stdcall options::KeyMapDlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
|
@ -27,6 +27,12 @@
|
||||
#include "SDL.h"
|
||||
#include <SDL_mixer.h>
|
||||
|
||||
//https://github.com/ocornut/imgui 7b913db1ce9dd2fd98e5790aa59974dd4496be3b
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
//https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f
|
||||
#include "imgui_sdl.h"
|
||||
|
||||
//typedef const char* LPCSTR;
|
||||
//typedef int HINSTANCE;
|
||||
//typedef int HWND;
|
||||
|
@ -1,304 +0,0 @@
|
||||
#include "pch.h"
|
||||
#include "splash.h"
|
||||
|
||||
|
||||
#include "memory.h"
|
||||
#include "pinball.h"
|
||||
|
||||
HINSTANCE splash::HInstance;
|
||||
HGDIOBJ splash::OriginalDcBitmap = nullptr;
|
||||
|
||||
splash_struct* splash::splash_screen(HINSTANCE hInstance, LPCSTR bmpName1, LPCSTR bmpName2)
|
||||
{
|
||||
WNDCLASSA WndClass{};
|
||||
tagRECT Rect{};
|
||||
|
||||
auto splashStruct = memory::allocate<splash_struct>();
|
||||
if (!splashStruct)
|
||||
return nullptr;
|
||||
|
||||
lstrcpyA(splashStruct->BmpName1, bmpName1);
|
||||
lstrcpyA(splashStruct->BmpName2, bmpName2);
|
||||
if (!HInstance)
|
||||
{
|
||||
HInstance = hInstance;
|
||||
WndClass.style = 0;
|
||||
WndClass.lpfnWndProc = splash_message_handler;
|
||||
WndClass.cbClsExtra = 0;
|
||||
WndClass.cbWndExtra = 4;
|
||||
WndClass.hInstance = hInstance;
|
||||
WndClass.hIcon = nullptr;
|
||||
WndClass.hCursor = LoadCursorA(nullptr, IDC_ARROW);
|
||||
WndClass.hbrBackground = nullptr;
|
||||
WndClass.lpszMenuName = "";
|
||||
WndClass.lpszClassName = "3DPB_SPLASH_CLASS";
|
||||
RegisterClassA(&WndClass);
|
||||
}
|
||||
splashStruct->Bitmap = nullptr;
|
||||
HWND windowHandle = CreateWindowExA(0, "3DPB_SPLASH_CLASS", "", 0x80000000, -10, -10, 1, 1,
|
||||
nullptr, nullptr, HInstance, nullptr);
|
||||
splashStruct->WindowHandle = windowHandle;
|
||||
if (!windowHandle)
|
||||
{
|
||||
memory::free(splashStruct);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
SetWindowLongPtrA(windowHandle, -21, reinterpret_cast<LONG_PTR>(splashStruct));
|
||||
GetWindowRect(GetDesktopWindow(), &Rect);
|
||||
splash_bitmap_setup(splashStruct);
|
||||
//MoveWindow(splashStruct->WindowHandle, 0, 0, Rect.right - Rect.left, Rect.bottom - Rect.top, 0);
|
||||
|
||||
/*Mod - less intrusive splash*/
|
||||
auto centerX = (Rect.right - Rect.left - splashStruct->Width) / 2;
|
||||
auto CenterY = (Rect.bottom - Rect.top - splashStruct->Height) / 2;
|
||||
MoveWindow(splashStruct->WindowHandle, centerX, CenterY, splashStruct->Width, splashStruct->Height, 0);
|
||||
|
||||
ShowWindow(splashStruct->WindowHandle, 8);
|
||||
SetFocus(splashStruct->WindowHandle);
|
||||
UpdateWindow(splashStruct->WindowHandle);
|
||||
return splashStruct;
|
||||
}
|
||||
|
||||
void splash::splash_bitmap_setup(splash_struct* splashStruct)
|
||||
{
|
||||
HBITMAP bmpHandle2;
|
||||
BITMAP bmp{};
|
||||
|
||||
HBITMAP bmpHandle1 = nullptr;
|
||||
HDC desktopDC = GetDC(GetDesktopWindow());
|
||||
if (desktopDC)
|
||||
{
|
||||
splashStruct->DrawingContext = CreateCompatibleDC(desktopDC);
|
||||
bmpHandle1 = CreateCompatibleBitmap(desktopDC, 10, 10);
|
||||
ReleaseDC(splashStruct->WindowHandle, desktopDC);
|
||||
if (bmpHandle1)
|
||||
{
|
||||
if (splashStruct->DrawingContext)
|
||||
{
|
||||
OriginalDcBitmap = SelectObject(splashStruct->DrawingContext, bmpHandle1);
|
||||
if ((GetDeviceCaps(splashStruct->DrawingContext, RASTERCAPS) & RC_PALETTE) != 0
|
||||
|| GetDeviceCaps(splashStruct->DrawingContext, NUMCOLORS) >= 256)
|
||||
{
|
||||
bmpHandle2 = load_title_bitmap(HInstance, splashStruct->DrawingContext, splashStruct->BmpName1, 10,
|
||||
236, &splashStruct->Palette);
|
||||
}
|
||||
else
|
||||
{
|
||||
bmpHandle2 = LoadBitmapA(HInstance, splashStruct->BmpName2);
|
||||
splashStruct->Palette = nullptr;
|
||||
}
|
||||
splashStruct->Bitmap = bmpHandle2;
|
||||
|
||||
if (bmpHandle2)
|
||||
{
|
||||
SelectObject(splashStruct->DrawingContext, bmpHandle2);
|
||||
DeleteObject(bmpHandle1);
|
||||
GetObjectA(splashStruct->Bitmap, sizeof(BITMAP), &bmp);
|
||||
splashStruct->Width = bmp.bmWidth;
|
||||
splashStruct->Height = bmp.bmHeight;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GetLastError();
|
||||
}
|
||||
}
|
||||
|
||||
if (splashStruct->Palette)
|
||||
DeleteObject(splashStruct->Palette);
|
||||
if (splashStruct->WindowHandle)
|
||||
DestroyWindow(splashStruct->WindowHandle);
|
||||
if (bmpHandle1)
|
||||
DeleteObject(bmpHandle1);
|
||||
if (splashStruct->DrawingContext)
|
||||
DeleteDC(splashStruct->DrawingContext);
|
||||
splashStruct->Bitmap = nullptr;
|
||||
}
|
||||
|
||||
HBITMAP splash::load_title_bitmap(HMODULE hModule, HDC hdc, LPCSTR lpName, UINT iStart, int iEnd, HPALETTE* palettePtr)
|
||||
{
|
||||
LOGPALETTEx256 plpal;
|
||||
|
||||
auto resH = FindResourceA(hModule, lpName, RT_BITMAP);
|
||||
if (!resH)
|
||||
return nullptr;
|
||||
auto resHGlobal = LoadResource(hModule, resH);
|
||||
if (!resHGlobal)
|
||||
return nullptr;
|
||||
|
||||
auto bmp = static_cast<BITMAPINFO*>(LockResource(resHGlobal));
|
||||
int numColors = bmp->bmiHeader.biClrUsed;
|
||||
if (!numColors)
|
||||
numColors = 1 << LOBYTE(bmp->bmiHeader.biBitCount);
|
||||
if (bmp->bmiHeader.biBitCount > 4u)
|
||||
{
|
||||
*palettePtr = splash_init_palette(&plpal);
|
||||
if (*palettePtr)
|
||||
{
|
||||
int cEntries = 0;
|
||||
if (iEnd > 0)
|
||||
{
|
||||
auto dst = &plpal.palPalEntry[iStart];
|
||||
auto src = &bmp->bmiColors[0];
|
||||
for (; cEntries < iEnd && cEntries < numColors; ++cEntries)
|
||||
{
|
||||
dst->peRed = src->rgbRed;
|
||||
dst->peGreen = src->rgbGreen;
|
||||
dst->peBlue = src->rgbBlue;
|
||||
dst->peFlags = 4;
|
||||
src++;
|
||||
dst++;
|
||||
}
|
||||
}
|
||||
SetPaletteEntries(*palettePtr, iStart, cEntries, &plpal.palPalEntry[iStart]);
|
||||
SelectPalette(hdc, *palettePtr, 0);
|
||||
RealizePalette(hdc);
|
||||
}
|
||||
}
|
||||
|
||||
auto resBmp = CreateDIBitmap(hdc, &bmp->bmiHeader, 4u, &bmp->bmiColors[numColors], bmp, 0);
|
||||
FreeResource(resHGlobal);
|
||||
return resBmp;
|
||||
}
|
||||
|
||||
HPALETTE splash::splash_init_palette(LOGPALETTE* plpal)
|
||||
{
|
||||
plpal->palVersion = 768;
|
||||
plpal->palNumEntries = 256;
|
||||
auto hPalette = CreatePalette(static_cast<const LOGPALETTE*>(plpal));
|
||||
auto dc = GetDC(GetDesktopWindow());
|
||||
GetDeviceCaps(dc, RASTERCAPS);
|
||||
if (GetDeviceCaps(dc, SIZEPALETTE) != 256)
|
||||
{
|
||||
if (hPalette)
|
||||
DeleteObject(hPalette);
|
||||
ReleaseDC(GetDesktopWindow(), dc);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
SetSystemPaletteUse(dc, 2u);
|
||||
SetSystemPaletteUse(dc, 1u);
|
||||
auto hPal = SelectPalette(dc, hPalette, 0);
|
||||
RealizePalette(dc);
|
||||
SelectPalette(dc, hPal, 0);
|
||||
RealizePalette(dc);
|
||||
GetSystemPaletteEntries(dc, 0, 256u, plpal->palPalEntry);
|
||||
ReleaseDC(GetDesktopWindow(), dc);
|
||||
|
||||
auto dst = &plpal->palPalEntry[0];
|
||||
for (auto index = 256; index; --index)
|
||||
{
|
||||
dst->peFlags = 0;
|
||||
dst++;
|
||||
}
|
||||
|
||||
dst = &plpal->palPalEntry[10];
|
||||
for (auto index = 10; index < 246; ++index)
|
||||
{
|
||||
dst->peRed = index;
|
||||
dst->peGreen = index;
|
||||
dst->peBlue = index;
|
||||
dst->peFlags = 4;
|
||||
dst++;
|
||||
}
|
||||
ResizePalette(hPalette, 256u);
|
||||
SetPaletteEntries(hPalette, 0, 256u, plpal->palPalEntry);
|
||||
return hPalette;
|
||||
}
|
||||
|
||||
void splash::splash_paint(splash_struct* splashStruct, HDC dc)
|
||||
{
|
||||
tagRECT Rect{};
|
||||
|
||||
if (splashStruct->Bitmap)
|
||||
{
|
||||
GetWindowRect(GetDesktopWindow(), &Rect);
|
||||
splashStruct->CenterX = (Rect.right - Rect.left - splashStruct->Width) / 2;
|
||||
splashStruct->CenterY = (Rect.bottom - Rect.top - splashStruct->Height) / 2;
|
||||
SelectPalette(dc, splashStruct->Palette, 0);
|
||||
RealizePalette(dc);
|
||||
SelectPalette(splashStruct->DrawingContext, splashStruct->Palette, 0);
|
||||
RealizePalette(splashStruct->DrawingContext);
|
||||
/*BitBlt(dc, splashStruct->CenterX, splashStruct->CenterY, splashStruct->Width,
|
||||
splashStruct->Height, splashStruct->DrawingContext, 0, 0, SRCCOPY);*/
|
||||
|
||||
/*Mod - less intrusive splash*/
|
||||
BitBlt(dc, 0, 0, splashStruct->Width, splashStruct->Height,
|
||||
splashStruct->DrawingContext, 0, 0, SRCCOPY);
|
||||
}
|
||||
}
|
||||
|
||||
void splash::splash_destroy(splash_struct* splashStruct)
|
||||
{
|
||||
if (splashStruct)
|
||||
{
|
||||
if (splashStruct->WindowHandle)
|
||||
{
|
||||
DestroyWindow(splashStruct->WindowHandle);
|
||||
splashStruct->WindowHandle = nullptr;
|
||||
|
||||
if (splashStruct->Palette)
|
||||
DeleteObject(splashStruct->Palette);
|
||||
splashStruct->Palette = nullptr;
|
||||
|
||||
if (splashStruct->DrawingContext)
|
||||
{
|
||||
if (OriginalDcBitmap)
|
||||
SelectObject(splashStruct->DrawingContext, OriginalDcBitmap);
|
||||
DeleteDC(splashStruct->DrawingContext);
|
||||
}
|
||||
if (splashStruct->Bitmap)
|
||||
DeleteObject(splashStruct->Bitmap);
|
||||
}
|
||||
memory::free(splashStruct);
|
||||
}
|
||||
if (HInstance)
|
||||
{
|
||||
UnregisterClassA("3DPB_SPLASH_CLASS", HInstance);
|
||||
HInstance = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void splash::splash_hide(splash_struct* splashStruct)
|
||||
{
|
||||
if (splashStruct && splashStruct->WindowHandle)
|
||||
{
|
||||
HDC dc = GetDC(splashStruct->WindowHandle);
|
||||
BitBlt(dc, 0, 0, splashStruct->CenterX, splashStruct->CenterY, dc, 0, 0, 0x42u);
|
||||
ReleaseDC(splashStruct->WindowHandle, dc);
|
||||
}
|
||||
}
|
||||
|
||||
LRESULT splash::splash_message_handler(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
tagPAINTSTRUCT Paint{};
|
||||
|
||||
switch (Msg)
|
||||
{
|
||||
case WM_PAINT:
|
||||
{
|
||||
auto splashStruct = reinterpret_cast<splash_struct*>(GetWindowLongPtrA(hWnd, -21));
|
||||
BeginPaint(hWnd, &Paint);
|
||||
EndPaint(hWnd, &Paint);
|
||||
auto dc = GetDC(hWnd);
|
||||
if (dc)
|
||||
{
|
||||
if (splashStruct)
|
||||
{
|
||||
BitBlt(dc, 0, 0, 10000, 10000, dc, 0, 0, BLACKNESS);
|
||||
splash_paint(splashStruct, dc);
|
||||
}
|
||||
ReleaseDC(hWnd, dc);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WM_ERASEBKGND:
|
||||
break;
|
||||
default:
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
}
|
||||
return 0;
|
||||
}
|
@ -1,35 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
struct LOGPALETTEx256;
|
||||
|
||||
struct splash_struct
|
||||
{
|
||||
HWND WindowHandle;
|
||||
HPALETTE Palette;
|
||||
HBITMAP Bitmap;
|
||||
HDC DrawingContext;
|
||||
int Width;
|
||||
int Height;
|
||||
int CenterX;
|
||||
int CenterY;
|
||||
char BmpName1[200];
|
||||
char BmpName2[200];
|
||||
};
|
||||
|
||||
|
||||
class splash
|
||||
{
|
||||
public:
|
||||
static splash_struct* splash_screen(HINSTANCE hInstance, LPCSTR bmpName1, LPCSTR bmpName2);
|
||||
static void splash_bitmap_setup(splash_struct* splashStruct);
|
||||
static HBITMAP load_title_bitmap(HMODULE hModule, HDC hdc, LPCSTR lpName, UINT iStart, int iEnd,
|
||||
HPALETTE* palettePtr);
|
||||
static HPALETTE splash_init_palette(LOGPALETTE* plpal);
|
||||
static void splash_paint(splash_struct* splashStruct, HDC dc);
|
||||
static void splash_destroy(splash_struct* splashStruct);
|
||||
static void splash_hide(splash_struct* splashStruct);
|
||||
static LRESULT __stdcall splash_message_handler(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
|
||||
private:
|
||||
static HINSTANCE HInstance;
|
||||
static HGDIOBJ OriginalDcBitmap;
|
||||
};
|
@ -9,13 +9,13 @@
|
||||
#include "pb.h"
|
||||
#include "Sound.h"
|
||||
#include "resource.h"
|
||||
#include "splash.h"
|
||||
|
||||
const double TargetFps = 60, TargetFrameTime = 1000 / TargetFps;
|
||||
|
||||
HCURSOR winmain::mouse_hsave;
|
||||
SDL_Window* winmain::MainWindow = nullptr;
|
||||
SDL_Renderer* winmain::Renderer = nullptr;
|
||||
ImGuiIO* winmain::ImIO = nullptr;
|
||||
|
||||
int winmain::return_value = 0;
|
||||
int winmain::bQuit = 0;
|
||||
@ -36,13 +36,15 @@ bool winmain::restart = false;
|
||||
|
||||
gdrv_bitmap8 winmain::gfr_display{};
|
||||
char winmain::DatFileName[300]{};
|
||||
bool winmain::ShowAboutDialog = false;
|
||||
bool winmain::ShowImGuiDemo = false;
|
||||
|
||||
|
||||
uint32_t timeGetTimeAlt()
|
||||
{
|
||||
auto now = std::chrono::high_resolution_clock::now();
|
||||
auto duration = now.time_since_epoch();
|
||||
auto millis = std::chrono::duration_cast<std::chrono::milliseconds>(duration).count();
|
||||
auto millis = std::chrono::duration_cast<std::chrono::milliseconds>(duration).count();
|
||||
return static_cast<uint32_t>(millis);
|
||||
}
|
||||
|
||||
@ -51,7 +53,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
memory::init(memalloc_failure);
|
||||
++memory::critical_allocation;
|
||||
auto optionsRegPath = pinball::get_rc_string(165, 0);
|
||||
options::path_init(optionsRegPath);
|
||||
options::path_init(optionsRegPath);
|
||||
--memory::critical_allocation;
|
||||
|
||||
// SDL init
|
||||
@ -60,7 +62,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Could not initialize SDL2", SDL_GetError(), nullptr);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
pinball::quickFlag = strstr(lpCmdLine, "-quick") != nullptr;
|
||||
auto regSpaceCadet = pinball::get_rc_string(166, 0);
|
||||
@ -78,7 +80,6 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
pb::FullTiltMode = true;
|
||||
}
|
||||
|
||||
auto splash = splash::splash_screen(nullptr, "splash_bitmap", "splash_bitmap");
|
||||
pinball::FindShiftKeys();
|
||||
options::init_resolution();
|
||||
|
||||
@ -87,7 +88,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
(
|
||||
pinball::get_rc_string(38, 0),
|
||||
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
800, 600,
|
||||
800, 556,
|
||||
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE
|
||||
);
|
||||
MainWindow = window;
|
||||
@ -110,13 +111,21 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// ImGui init
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiSDL::Initialize(renderer, 0, 0);
|
||||
ImGui::StyleColorsDark();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImIO = &io;
|
||||
// ImGui_ImplSDL2_Init is private, we are not actually using ImGui OpenGl backend
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, nullptr);
|
||||
|
||||
// PB init from message handler
|
||||
{
|
||||
RECT rect{};
|
||||
++memory::critical_allocation;
|
||||
|
||||
auto prevCursor = SetCursor(LoadCursorA(nullptr, IDC_WAIT));
|
||||
|
||||
options::init(nullptr);
|
||||
auto voiceCount = options::get_int(nullptr, "Voices", 8);
|
||||
if (!Sound::Init(voiceCount))
|
||||
options::menu_set(Menu1_Sounds, 0);
|
||||
@ -125,24 +134,17 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
if (!pinball::quickFlag && !midi::music_init())
|
||||
options::menu_set(Menu1_Music, 0);
|
||||
|
||||
if (pb::init())
|
||||
_exit(0);
|
||||
SetCursor(prevCursor);
|
||||
auto changeDisplayFg = options::get_int(nullptr, "Change Display", 1);
|
||||
auto menuHandle = GetMenu((HWND)window);
|
||||
|
||||
GetWindowRect(GetDesktopWindow(), &rect);
|
||||
int width = rect.right - rect.left;
|
||||
int height = rect.bottom - rect.top;
|
||||
pb::window_size(&width, &height);
|
||||
fullscrn::init(width, height, options::Options.FullScreen, (HWND)window, menuHandle,
|
||||
changeDisplayFg);
|
||||
if (pb::init())
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Could not load game data", "The .dat file is missing", window);
|
||||
return 1;
|
||||
}
|
||||
|
||||
fullscrn::init();
|
||||
|
||||
--memory::critical_allocation;
|
||||
}
|
||||
|
||||
auto menuHandle = GetMenu(nullptr);
|
||||
options::init(menuHandle);
|
||||
pb::reset_table();
|
||||
pb::firsttime_setup();
|
||||
|
||||
@ -153,15 +155,9 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
}
|
||||
|
||||
SDL_ShowWindow(window);
|
||||
fullscrn::set_screen_mode(options::Options.FullScreen);
|
||||
fullscrn::set_screen_mode(options::Options.FullScreen);
|
||||
|
||||
if (splash)
|
||||
{
|
||||
splash::splash_hide(splash);
|
||||
splash::splash_destroy(splash);
|
||||
}
|
||||
|
||||
pinball::adjust_priority(options::Options.PriorityAdj);
|
||||
pinball::adjust_priority(options::Options.PriorityAdj);
|
||||
|
||||
if (strstr(lpCmdLine, "-demo"))
|
||||
pb::toggle_demo();
|
||||
@ -171,10 +167,10 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
DWORD updateCounter = 300u, frameCounter = 0, prevTime = 0u;
|
||||
then = timeGetTimeAlt();
|
||||
|
||||
double sdlTimerResMs = 1000.0 / static_cast<double>(SDL_GetPerformanceFrequency());
|
||||
double sdlTimerResMs = 1000.0 / static_cast<double>(SDL_GetPerformanceFrequency());
|
||||
auto frameStart = static_cast<double>(SDL_GetPerformanceCounter());
|
||||
while (true)
|
||||
{
|
||||
{
|
||||
if (!updateCounter)
|
||||
{
|
||||
updateCounter = 300;
|
||||
@ -186,7 +182,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
char buf[60];
|
||||
auto elapsedSec = static_cast<float>(curTime - prevTime) * 0.001f;
|
||||
sprintf_s(buf, "Updates/sec = %02.02f Frames/sec = %02.02f ",
|
||||
300.0f / elapsedSec, frameCounter / elapsedSec);
|
||||
300.0f / elapsedSec, frameCounter / elapsedSec);
|
||||
SDL_SetWindowTitle(window, buf);
|
||||
frameCounter = 0;
|
||||
|
||||
@ -205,8 +201,8 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
redGreen = i1;
|
||||
}
|
||||
|
||||
auto clr = Rgba{ redGreen, redGreen, blue, 0 };
|
||||
*pltPtr++ = { *reinterpret_cast<uint32_t*>(&clr) };
|
||||
auto clr = Rgba{redGreen, redGreen, blue, 0};
|
||||
*pltPtr++ = {*reinterpret_cast<uint32_t*>(&clr)};
|
||||
}
|
||||
gdrv::display_palette(plt);
|
||||
free(plt);
|
||||
@ -224,7 +220,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
prevTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!ProcessWindowMessages() || bQuit)
|
||||
break;
|
||||
|
||||
@ -278,8 +274,18 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
{
|
||||
// Keep track of remainder, limited to one frame time.
|
||||
frameStart = frameEnd - min(elapsedMs - TargetFrameTime, TargetFrameTime) / sdlTimerResMs;
|
||||
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
RenderUi();
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
gdrv::BlitScreen();
|
||||
|
||||
ImGui::Render();
|
||||
ImGuiSDL::Render(ImGui::GetDrawData());
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
frameCounter++;
|
||||
}
|
||||
@ -292,8 +298,11 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
pb::uninit();
|
||||
Sound::Close();
|
||||
gdrv::uninit();
|
||||
ImGuiSDL::Deinitialize();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
ImGui::DestroyContext();
|
||||
SDL_Quit();
|
||||
options::path_uninit();
|
||||
|
||||
@ -317,392 +326,182 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
return return_value;
|
||||
}
|
||||
|
||||
LRESULT CALLBACK winmain::message_handler(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
|
||||
void winmain::RenderUi()
|
||||
{
|
||||
int wParamI = static_cast<int>(wParam);
|
||||
// No demo window in release to save space
|
||||
#ifndef NDEBUG
|
||||
if (ShowImGuiDemo)
|
||||
ImGui::ShowDemoWindow();
|
||||
#endif
|
||||
|
||||
if (Msg == iFrostUniqueMsg)
|
||||
if (ImGui::BeginMainMenuBar())
|
||||
{
|
||||
if (IsIconic(hWnd))
|
||||
ShowWindow(hWnd, 9);
|
||||
SetForegroundWindow(hWnd);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (Msg <= WM_ACTIVATEAPP)
|
||||
{
|
||||
switch (Msg)
|
||||
if (ImGui::BeginMenu("Game"))
|
||||
{
|
||||
case WM_ACTIVATEAPP:
|
||||
if (wParam)
|
||||
if (ImGui::MenuItem("New Game", "F2"))
|
||||
{
|
||||
activated = 1;
|
||||
Sound::Activate();
|
||||
if (options::Options.Music && !single_step)
|
||||
midi::play_pb_theme(0);
|
||||
no_time_loss = 1;
|
||||
pinball::adjust_priority(options::Options.PriorityAdj);
|
||||
new_game();
|
||||
}
|
||||
else
|
||||
if (ImGui::MenuItem("Launch Ball"))
|
||||
{
|
||||
activated = 0;
|
||||
fullscrn::activate(0);
|
||||
options::menu_check(Menu1_Full_Screen, 0);
|
||||
options::Options.FullScreen = 0;
|
||||
SetThreadPriority(GetCurrentThread(), 0);
|
||||
Sound::Deactivate();
|
||||
midi::music_stop();
|
||||
end_pause();
|
||||
pb::launch_ball();
|
||||
}
|
||||
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_KILLFOCUS:
|
||||
has_focus = 0;
|
||||
gdrv::get_focus();
|
||||
pb::loose_focus();
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_CREATE:
|
||||
if (ImGui::MenuItem("Pause/ Resume Game", "F3"))
|
||||
{
|
||||
RECT rect{};
|
||||
++memory::critical_allocation;
|
||||
|
||||
auto prevCursor = SetCursor(LoadCursorA(nullptr, IDC_WAIT));
|
||||
gdrv::init(0,0);
|
||||
|
||||
auto voiceCount = options::get_int(nullptr, "Voices", 8);
|
||||
if (!Sound::Init(voiceCount))
|
||||
options::menu_set(Menu1_Sounds, 0);
|
||||
Sound::Activate();
|
||||
|
||||
if (!pinball::quickFlag && !midi::music_init())
|
||||
options::menu_set(Menu1_Music, 0);
|
||||
|
||||
if (pb::init())
|
||||
_exit(0);
|
||||
SetCursor(prevCursor);
|
||||
auto changeDisplayFg = options::get_int(nullptr, "Change Display", 1);
|
||||
auto menuHandle = GetMenu(hWnd);
|
||||
|
||||
GetWindowRect(GetDesktopWindow(), &rect);
|
||||
int width = rect.right - rect.left;
|
||||
int height = rect.bottom - rect.top;
|
||||
pb::window_size(&width, &height);
|
||||
fullscrn::init(width, height, options::Options.FullScreen, hWnd, menuHandle,
|
||||
changeDisplayFg);
|
||||
|
||||
--memory::critical_allocation;
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
}
|
||||
case WM_MOVE:
|
||||
no_time_loss = 1;
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_SETFOCUS:
|
||||
has_focus = 1;
|
||||
no_time_loss = 1;
|
||||
gdrv::get_focus();
|
||||
fullscrn::force_redraw();
|
||||
pb::paint();
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_PAINT:
|
||||
{
|
||||
PAINTSTRUCT paint{};
|
||||
_BeginPaint(hWnd, &paint);
|
||||
fullscrn::paint();
|
||||
EndPaint(hWnd, &paint);
|
||||
break;
|
||||
}
|
||||
case WM_CLOSE:
|
||||
case WM_QUIT:
|
||||
case WM_DESTROY:
|
||||
end_pause();
|
||||
bQuit = 1;
|
||||
PostQuitMessage(0);
|
||||
fullscrn::shutdown();
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_ERASEBKGND:
|
||||
break;
|
||||
case WM_SIZE:
|
||||
fullscrn::window_size_changed();
|
||||
fullscrn::force_redraw();
|
||||
pb::paint();
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
default:
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
switch (Msg)
|
||||
{
|
||||
case WM_MENUSELECT:
|
||||
if (lParam)
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
if (fullscrn::screen_mode)
|
||||
fullscrn::set_menu_mode(0);
|
||||
return 0;
|
||||
case WM_SYSKEYDOWN:
|
||||
no_time_loss = 1;
|
||||
if (fullscrn::screen_mode)
|
||||
fullscrn::set_menu_mode(1);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_GETMINMAXINFO:
|
||||
fullscrn::getminmaxinfo((MINMAXINFO*)lParam);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_DISPLAYCHANGE:
|
||||
options::update_resolution_menu();
|
||||
if (fullscrn::displaychange())
|
||||
{
|
||||
options::Options.FullScreen = 0;
|
||||
options::menu_check(Menu1_Full_Screen, 0);
|
||||
}
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_KEYUP:
|
||||
pb::keyup(wParamI);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_KEYDOWN:
|
||||
if (!(lParam & 0x40000000))
|
||||
pb::keydown(wParamI);
|
||||
switch (wParam)
|
||||
{
|
||||
case VK_ESCAPE:
|
||||
if (options::Options.FullScreen)
|
||||
options::toggle(0x193u);
|
||||
SendMessageA(nullptr, 0x112u, 0xF020u, 0);
|
||||
break;
|
||||
case VK_F1:
|
||||
help_introduction(nullptr, hWnd);
|
||||
break;
|
||||
case VK_F2:
|
||||
new_game();
|
||||
break;
|
||||
case VK_F3:
|
||||
pause();
|
||||
break;
|
||||
case VK_F4:
|
||||
options::toggle(0x193u);
|
||||
break;
|
||||
case VK_F8:
|
||||
if (!single_step)
|
||||
pause();
|
||||
options::keyboard();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (!pb::cheat_mode)
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
switch (wParam)
|
||||
{
|
||||
case 'H':
|
||||
DispGRhistory = 1;
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case 'Y':
|
||||
SetWindowTextA(hWnd, "Pinball");
|
||||
DispFrameRate = DispFrameRate == 0;
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case VK_F1:
|
||||
pb::frame(10);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case VK_F15:
|
||||
single_step = single_step == 0;
|
||||
if (single_step == 0)
|
||||
no_time_loss = 1;
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
default:
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
}
|
||||
case WM_SYSCOMMAND:
|
||||
switch (wParam & 0xFFF0)
|
||||
{
|
||||
case SC_MOVE:
|
||||
if (fullscrn::screen_mode)
|
||||
return 0;
|
||||
break;
|
||||
case SC_MINIMIZE:
|
||||
if (!single_step)
|
||||
pause();
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case SC_SCREENSAVE:
|
||||
fullscrn::activate(0);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
default: break;
|
||||
}
|
||||
end_pause();
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_INITMENU:
|
||||
no_time_loss = 1;
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_COMMAND:
|
||||
no_time_loss = 1;
|
||||
switch (wParam)
|
||||
{
|
||||
case Menu1_Launch_Ball:
|
||||
end_pause();
|
||||
pb::launch_ball();
|
||||
break;
|
||||
case Menu1_Pause_Resume_Game:
|
||||
pause();
|
||||
break;
|
||||
case Menu1_Demo:
|
||||
end_pause();
|
||||
pb::toggle_demo();
|
||||
break;
|
||||
case Menu1_Select_Table:
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("High Scores..."))
|
||||
{
|
||||
if (!single_step)
|
||||
pause();
|
||||
auto tmpBuf = memory::allocate(0x1F4u);
|
||||
if (tmpBuf)
|
||||
{
|
||||
char cmdLine[0x1F4u];
|
||||
options::get_string(nullptr, "Shell Exe", tmpBuf, "", 500);
|
||||
auto iHwnd = reinterpret_cast<size_t>(nullptr);
|
||||
sprintf_s(
|
||||
cmdLine,
|
||||
"%s %s%zX %s%zX",
|
||||
tmpBuf,
|
||||
"select=",
|
||||
iHwnd,
|
||||
"confirm=",
|
||||
iHwnd * iHwnd * iHwnd * iHwnd * iHwnd * iHwnd * iHwnd);
|
||||
if (static_cast<int>(WinExec(cmdLine, 5u)) < 32)
|
||||
{
|
||||
auto caption = pinball::get_rc_string(170, 0);
|
||||
auto text = pinball::get_rc_string(171, 0);
|
||||
MessageBoxA(nullptr, text, caption, 0x2010u);
|
||||
}
|
||||
memory::free(tmpBuf);
|
||||
}
|
||||
break;
|
||||
pb::high_scores();
|
||||
}
|
||||
case Menu1_1Player:
|
||||
case Menu1_2Players:
|
||||
case Menu1_3Players:
|
||||
case Menu1_4Players:
|
||||
options::toggle(wParamI);
|
||||
new_game();
|
||||
break;
|
||||
case Menu1_MaximumResolution:
|
||||
case Menu1_640x480:
|
||||
case Menu1_800x600:
|
||||
case Menu1_1024x768:
|
||||
case Menu1_WindowUniformScale:
|
||||
options::toggle(wParamI);
|
||||
break;
|
||||
case Menu1_Help_Topics:
|
||||
if (!single_step)
|
||||
pause();
|
||||
help_introduction(nullptr, hWnd);
|
||||
break;
|
||||
case 106: // End game button?
|
||||
pb::end_game();
|
||||
break;
|
||||
case Menu1_Full_Screen:
|
||||
case Menu1_Sounds:
|
||||
case Menu1_Music:
|
||||
if (!single_step)
|
||||
pause();
|
||||
options::toggle(wParamI);
|
||||
break;
|
||||
case Menu1_Player_Controls:
|
||||
case 204: // Second controls button?
|
||||
if (!single_step)
|
||||
pause();
|
||||
options::keyboard();
|
||||
break;
|
||||
case Menu1_Exit:
|
||||
PostMessageA(hWnd, WM_QUIT, 0, 0);
|
||||
break;
|
||||
case Menu1_New_Game:
|
||||
new_game();
|
||||
break;
|
||||
case Menu1_About_Pinball:
|
||||
if (!single_step)
|
||||
pause();
|
||||
a_dialog(nullptr, hWnd);
|
||||
break;
|
||||
case Menu1_High_Scores:
|
||||
if (!single_step)
|
||||
pause();
|
||||
pb::high_scores();
|
||||
break;
|
||||
case 1: // Unknown button
|
||||
midi::restart_midi_seq(lParam);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_LBUTTONDOWN:
|
||||
if (pb::game_mode)
|
||||
{
|
||||
if (pb::cheat_mode)
|
||||
if (ImGui::MenuItem("Demo"))
|
||||
{
|
||||
mouse_down = 1;
|
||||
mouse_hsave = SetCursor(nullptr);
|
||||
auto mouseXY = fullscrn::convert_mouse_pos(static_cast<unsigned>(lParam));
|
||||
last_mouse_x = mouseXY & 0xffFFu;
|
||||
last_mouse_y = mouseXY >> 16;
|
||||
SetCapture(hWnd);
|
||||
end_pause();
|
||||
pb::toggle_demo();
|
||||
}
|
||||
else
|
||||
pb::keydown(options::Options.LeftFlipperKey);
|
||||
if (ImGui::MenuItem("Exit"))
|
||||
{
|
||||
SDL_Event event{SDL_QUIT};
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
}
|
||||
break;
|
||||
case WM_LBUTTONUP:
|
||||
if (mouse_down)
|
||||
if (ImGui::BeginMenu("Options"))
|
||||
{
|
||||
mouse_down = 0;
|
||||
SetCursor(mouse_hsave);
|
||||
ReleaseCapture();
|
||||
if (ImGui::MenuItem("Full Screen", "F4", options::Options.FullScreen))
|
||||
{
|
||||
options::toggle(Menu1_Full_Screen);
|
||||
}
|
||||
if (ImGui::BeginMenu("Select Players"))
|
||||
{
|
||||
if (ImGui::MenuItem("1 Player", nullptr, options::Options.Players == 1))
|
||||
{
|
||||
options::toggle(Menu1_1Player);
|
||||
new_game();
|
||||
}
|
||||
if (ImGui::MenuItem("2 Players", nullptr, options::Options.Players == 2))
|
||||
{
|
||||
options::toggle(Menu1_2Players);
|
||||
new_game();
|
||||
}
|
||||
if (ImGui::MenuItem("3 Players", nullptr, options::Options.Players == 3))
|
||||
{
|
||||
options::toggle(Menu1_3Players);
|
||||
new_game();
|
||||
}
|
||||
if (ImGui::MenuItem("4 Players", nullptr, options::Options.Players == 4))
|
||||
{
|
||||
options::toggle(Menu1_4Players);
|
||||
new_game();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Sound", nullptr, options::Options.Sounds))
|
||||
{
|
||||
options::toggle(Menu1_Sounds);
|
||||
}
|
||||
if (ImGui::MenuItem("Music", nullptr, options::Options.Music))
|
||||
{
|
||||
options::toggle(Menu1_Music);
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Player Controls...", "F8"))
|
||||
{
|
||||
if (!single_step)
|
||||
pause();
|
||||
options::keyboard();
|
||||
}
|
||||
if (ImGui::BeginMenu("Table Resolution"))
|
||||
{
|
||||
if (ImGui::MenuItem("Not implemented"))
|
||||
{
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
if (ImGui::BeginMenu("Window"))
|
||||
{
|
||||
if (ImGui::MenuItem("Uniform Scaling", nullptr, options::Options.UniformScaling))
|
||||
{
|
||||
options::toggle(Menu1_WindowUniformScale);
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
if (!pb::cheat_mode)
|
||||
pb::keyup(options::Options.LeftFlipperKey);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_RBUTTONDOWN:
|
||||
if (!pb::cheat_mode)
|
||||
pb::keydown(options::Options.RightFlipperKey);
|
||||
if (pb::game_mode)
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
break;
|
||||
case WM_RBUTTONUP:
|
||||
if (!pb::cheat_mode)
|
||||
pb::keyup(options::Options.RightFlipperKey);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_MBUTTONDOWN:
|
||||
pb::keydown(options::Options.PlungerKey);
|
||||
if (pb::game_mode)
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
break;
|
||||
case WM_MBUTTONUP:
|
||||
pb::keyup(options::Options.PlungerKey);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_POWERBROADCAST:
|
||||
if (wParam == 4 && options::Options.FullScreen)
|
||||
|
||||
if (ImGui::BeginMenu("Help"))
|
||||
{
|
||||
options::Options.FullScreen = 0;
|
||||
options::menu_check(Menu1_Full_Screen, 0);
|
||||
fullscrn::set_screen_mode(options::Options.FullScreen);
|
||||
#ifndef NDEBUG
|
||||
if (ImGui::MenuItem("ImGui Demo"))
|
||||
{
|
||||
ShowImGuiDemo ^= true;
|
||||
}
|
||||
#endif
|
||||
if (ImGui::MenuItem("Help Topics", "F1"))
|
||||
{
|
||||
if (!single_step)
|
||||
pause();
|
||||
help_introduction(nullptr, (HWND)MainWindow);
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("About Pinball"))
|
||||
{
|
||||
if (!single_step)
|
||||
pause();
|
||||
ShowAboutDialog = true;
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case WM_PALETTECHANGED:
|
||||
InvalidateRect(hWnd, nullptr, 0);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
case MM_MCINOTIFY:
|
||||
if (wParam == 1)
|
||||
midi::restart_midi_seq(lParam);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
default:
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
pb::mode_countdown(-1);
|
||||
return DefWindowProcA(hWnd, Msg, wParam, lParam);
|
||||
a_dialog();
|
||||
high_score::RenderHighScoreDialog();
|
||||
}
|
||||
|
||||
int winmain::event_handler(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(event);
|
||||
|
||||
if (ImIO->WantCaptureMouse)
|
||||
{
|
||||
if (mouse_down)
|
||||
{
|
||||
mouse_down = 0;
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
SDL_SetWindowGrab(MainWindow, SDL_FALSE);
|
||||
}
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
case SDL_MOUSEWHEEL:
|
||||
return 1;
|
||||
default: ;
|
||||
}
|
||||
}
|
||||
if (ImIO->WantCaptureKeyboard)
|
||||
{
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
return 1;
|
||||
default: ;
|
||||
}
|
||||
}
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_QUIT:
|
||||
@ -808,7 +607,7 @@ int winmain::event_handler(const SDL_Event* event)
|
||||
case SDL_BUTTON_LEFT:
|
||||
if (mouse_down)
|
||||
{
|
||||
mouse_down = 0;
|
||||
mouse_down = 0;
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
SDL_SetWindowGrab(MainWindow, SDL_FALSE);
|
||||
}
|
||||
@ -841,7 +640,6 @@ int winmain::event_handler(const SDL_Event* event)
|
||||
pinball::adjust_priority(options::Options.PriorityAdj);
|
||||
has_focus = 1;
|
||||
gdrv::get_focus();
|
||||
fullscrn::force_redraw();
|
||||
pb::paint();
|
||||
break;
|
||||
case SDL_WINDOWEVENT_FOCUS_LOST:
|
||||
@ -857,9 +655,9 @@ int winmain::event_handler(const SDL_Event* event)
|
||||
gdrv::get_focus();
|
||||
pb::loose_focus();
|
||||
break;
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
fullscrn::window_size_changed();
|
||||
fullscrn::force_redraw();
|
||||
break;
|
||||
default: ;
|
||||
}
|
||||
@ -899,39 +697,33 @@ void winmain::memalloc_failure()
|
||||
_exit(1);
|
||||
}
|
||||
|
||||
HDC winmain::_BeginPaint(HWND hWnd, LPPAINTSTRUCT lpPaint)
|
||||
void winmain::a_dialog()
|
||||
{
|
||||
HDC context = BeginPaint(hWnd, lpPaint);
|
||||
if (hWnd && GetLayout(context) & 1)
|
||||
SetLayout(context, 0);
|
||||
return context;
|
||||
}
|
||||
if (ShowAboutDialog == true)
|
||||
{
|
||||
ShowAboutDialog = false;
|
||||
ImGui::OpenPopup("About");
|
||||
}
|
||||
|
||||
HDC winmain::_GetDC(HWND hWnd)
|
||||
{
|
||||
HDC context = GetDC(hWnd);
|
||||
if (hWnd && GetLayout(context) & 1)
|
||||
SetLayout(context, 0);
|
||||
return context;
|
||||
}
|
||||
bool unused_open = true;
|
||||
if (ImGui::BeginPopupModal("About", &unused_open, ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::TextUnformatted("3D Pinball for Windows - Space Cadet");
|
||||
ImGui::TextUnformatted("Decompiled -> Ported to SDL");
|
||||
ImGui::Separator();
|
||||
|
||||
int winmain::a_dialog(HINSTANCE hInstance, HWND hWnd)
|
||||
{
|
||||
char appName[100];
|
||||
char szOtherStuff[100];
|
||||
|
||||
lstrcpyA(appName, pinball::get_rc_string(38, 0));
|
||||
lstrcpyA(szOtherStuff, pinball::get_rc_string(102, 0));
|
||||
auto icon = LoadIconA(hInstance, "ICON_1");
|
||||
return ShellAboutA(hWnd, appName, szOtherStuff, icon);
|
||||
if (ImGui::Button("Ok"))
|
||||
{
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
void winmain::end_pause()
|
||||
{
|
||||
if (single_step)
|
||||
{
|
||||
if (fullscrn::screen_mode)
|
||||
fullscrn::set_menu_mode(0);
|
||||
pb::pause_continue();
|
||||
no_time_loss = 1;
|
||||
}
|
||||
@ -947,13 +739,6 @@ void winmain::new_game()
|
||||
|
||||
void winmain::pause()
|
||||
{
|
||||
if (fullscrn::screen_mode)
|
||||
{
|
||||
if (single_step)
|
||||
fullscrn::set_menu_mode(0);
|
||||
else
|
||||
fullscrn::set_menu_mode(1);
|
||||
}
|
||||
pb::pause_continue();
|
||||
no_time_loss = 1;
|
||||
}
|
||||
|
@ -8,14 +8,13 @@ public:
|
||||
static int single_step;
|
||||
static SDL_Window* MainWindow;
|
||||
static SDL_Renderer* Renderer;
|
||||
static ImGuiIO* ImIO;
|
||||
|
||||
static int WinMain(LPCSTR lpCmdLine);
|
||||
static LRESULT CALLBACK message_handler(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
|
||||
static int event_handler(const SDL_Event* event);
|
||||
static void memalloc_failure();
|
||||
static int ProcessWindowMessages();
|
||||
static HDC _GetDC(HWND hWnd);
|
||||
static int a_dialog(HINSTANCE hInstance, HWND hWnd);
|
||||
static void a_dialog();
|
||||
static void end_pause();
|
||||
static void new_game();
|
||||
static void pause();
|
||||
@ -29,6 +28,8 @@ private:
|
||||
static gdrv_bitmap8 gfr_display;
|
||||
static HCURSOR mouse_hsave;
|
||||
static bool restart;
|
||||
|
||||
static HDC _BeginPaint(HWND hWnd, LPPAINTSTRUCT lpPaint);
|
||||
static bool ShowAboutDialog;
|
||||
static bool ShowImGuiDemo;
|
||||
|
||||
static void RenderUi();
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user