210 lines
8.2 KiB
C#
210 lines
8.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK;
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using OpenTK.Input;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using ImGuiNET;
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namespace Ryujinx.UI
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{
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class WindowHelper : GameWindow
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{
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protected float _deltaTime;
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bool IsWindowOpened = false;
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int s_fontTexture;
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float _wheelPosition;
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public WindowHelper(string title) : base(1280, 720, GraphicsMode.Default, title, GameWindowFlags.Default
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, DisplayDevice.Default, 3, 3, GraphicsContextFlags.ForwardCompatible)
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{
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Title = title;
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IsWindowOpened = true;
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Location = new Point(
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(DisplayDevice.Default.Width / 2) - (Width / 2),
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(DisplayDevice.Default.Height / 2) - (Height / 2));
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}
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public void ShowDemo()
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{
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ImGuiNative.igShowDemoWindow(ref IsWindowOpened);
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}
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public void StartFrame()
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{
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IO io = ImGui.GetIO();
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io.DisplaySize = new System.Numerics.Vector2(Width, Height);
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io.DisplayFramebufferScale = new System.Numerics.Vector2(Values.CurrentWindowScale);
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io.DeltaTime = _deltaTime;
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ImGui.NewFrame();
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HandleInput(io);
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}
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public unsafe void EndFrame()
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{
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ImGui.Render();
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DrawData* data = ImGui.GetDrawData();
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RenderImDrawData(data);
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}
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protected unsafe override void OnLoad(EventArgs e)
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{
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ImGui.GetIO().FontAtlas.AddDefaultFont();
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IO io = ImGui.GetIO();
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io.FontAllowUserScaling = true;
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ImGuiNative.igGetIO()->FontGlobalScale = Values.CurrentFontScale;
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// Build texture atlas
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FontTextureData texData = io.FontAtlas.GetTexDataAsAlpha8();
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// Create OpenGL texture
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s_fontTexture = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, s_fontTexture);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear);
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GL.TexImage2D(
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TextureTarget.Texture2D,
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0,
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PixelInternalFormat.Alpha,
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texData.Width,
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texData.Height,
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0,
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PixelFormat.Alpha,
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PixelType.UnsignedByte,
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new IntPtr(texData.Pixels));
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// Store the texture identifier in the ImFontAtlas substructure.
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io.FontAtlas.SetTexID(s_fontTexture);
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// Cleanup (don't clear the input data if you want to append new fonts later)
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//io.Fonts->ClearInputData();
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io.FontAtlas.ClearTexData();
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GL.BindTexture(TextureTarget.Texture2D, 0);
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}
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void HandleInput(IO io)
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{
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MouseState cursorState = Mouse.GetCursorState();
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MouseState mouseState = Mouse.GetState();
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if (Focused)
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{
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Point windowPoint = PointToClient(new Point(cursorState.X, cursorState.Y));
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io.MousePosition = new System.Numerics.Vector2(windowPoint.X / io.DisplayFramebufferScale.X, windowPoint.Y / io.DisplayFramebufferScale.Y);
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}
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else
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{
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io.MousePosition = new System.Numerics.Vector2(-1f, -1f);
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}
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io.MouseDown[0] = mouseState.LeftButton == ButtonState.Pressed;
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io.MouseDown[1] = mouseState.RightButton == ButtonState.Pressed;
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io.MouseDown[2] = mouseState.MiddleButton == ButtonState.Pressed;
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float newWheelPos = mouseState.WheelPrecise;
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float delta = newWheelPos - _wheelPosition;
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_wheelPosition = newWheelPos;
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io.MouseWheel = delta;
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}
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private unsafe void RenderImDrawData(DrawData* draw_data)
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{
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// Rendering
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int display_w, display_h;
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display_w = Width;
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display_h = Height;
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Vector4 clear_color = new Vector4(114f / 255f, 144f / 255f, 154f / 255f, 1.0f);
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GL.Viewport(0, 0, display_w, display_h);
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GL.ClearColor(clear_color.X, clear_color.Y, clear_color.Z, clear_color.W);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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int last_texture;
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GL.GetInteger(GetPName.TextureBinding2D, out last_texture);
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GL.PushAttrib(AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.TransformBit);
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GL.Enable(EnableCap.Blend);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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GL.Disable(EnableCap.CullFace);
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GL.Disable(EnableCap.DepthTest);
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GL.Enable(EnableCap.ScissorTest);
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GL.EnableClientState(ArrayCap.VertexArray);
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GL.EnableClientState(ArrayCap.TextureCoordArray);
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GL.EnableClientState(ArrayCap.ColorArray);
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GL.Enable(EnableCap.Texture2D);
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GL.UseProgram(0);
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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IO io = ImGui.GetIO();
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ImGui.ScaleClipRects(draw_data, io.DisplayFramebufferScale);
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// Setup orthographic projection matrix
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GL.MatrixMode(MatrixMode.Projection);
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GL.PushMatrix();
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GL.LoadIdentity();
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GL.Ortho(
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0.0f,
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io.DisplaySize.X / io.DisplayFramebufferScale.X,
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io.DisplaySize.Y / io.DisplayFramebufferScale.Y,
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0.0f,
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-1.0f,
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1.0f);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PushMatrix();
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GL.LoadIdentity();
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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NativeDrawList* cmd_list = draw_data->CmdLists[n];
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byte* vtx_buffer = (byte*)cmd_list->VtxBuffer.Data;
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ushort* idx_buffer = (ushort*)cmd_list->IdxBuffer.Data;
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GL.VertexPointer(2, VertexPointerType.Float, sizeof(DrawVert), new IntPtr(vtx_buffer + DrawVert.PosOffset));
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GL.TexCoordPointer(2, TexCoordPointerType.Float, sizeof(DrawVert), new IntPtr(vtx_buffer + DrawVert.UVOffset));
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GL.ColorPointer(4, ColorPointerType.UnsignedByte, sizeof(DrawVert), new IntPtr(vtx_buffer + DrawVert.ColOffset));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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DrawCmd* pcmd = &(((DrawCmd*)cmd_list->CmdBuffer.Data)[cmd_i]);
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if (pcmd->UserCallback != IntPtr.Zero)
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{
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throw new NotImplementedException();
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}
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else
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{
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GL.BindTexture(TextureTarget.Texture2D, pcmd->TextureId.ToInt32());
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GL.Scissor(
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(int)pcmd->ClipRect.X,
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(int)(io.DisplaySize.Y - pcmd->ClipRect.W),
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(int)(pcmd->ClipRect.Z - pcmd->ClipRect.X),
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(int)(pcmd->ClipRect.W - pcmd->ClipRect.Y));
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GL.DrawElements(PrimitiveType.Triangles, (int)pcmd->ElemCount, DrawElementsType.UnsignedShort, new IntPtr(idx_buffer));
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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// Restore modified state
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GL.DisableClientState(ArrayCap.ColorArray);
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GL.DisableClientState(ArrayCap.TextureCoordArray);
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GL.DisableClientState(ArrayCap.VertexArray);
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GL.BindTexture(TextureTarget.Texture2D, last_texture);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.PopMatrix();
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GL.MatrixMode(MatrixMode.Projection);
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GL.PopMatrix();
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GL.PopAttrib();
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SwapBuffers();
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}
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}
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}
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