|
|
using Microsoft.Xna.Framework;
|
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
|
using Microsoft.Xna.Framework.Input;
|
|
|
using System;
|
|
|
using System.Collections.Generic;
|
|
|
using System.Runtime.InteropServices;
|
|
|
|
|
|
namespace ImGuiNET.SampleProgram.XNA
|
|
|
{
|
|
|
/// <summary>
|
|
|
/// ImGui renderer for use with XNA-likes (FNA & MonoGame)
|
|
|
/// </summary>
|
|
|
public class ImGuiRenderer
|
|
|
{
|
|
|
private Game _game;
|
|
|
|
|
|
// Graphics
|
|
|
private GraphicsDevice _graphicsDevice;
|
|
|
|
|
|
private BasicEffect _effect;
|
|
|
private RasterizerState _rasterizerState;
|
|
|
|
|
|
private byte[] _vertexData;
|
|
|
private VertexBuffer _vertexBuffer;
|
|
|
private int _vertexBufferSize;
|
|
|
|
|
|
private byte[] _indexData;
|
|
|
private IndexBuffer _indexBuffer;
|
|
|
private int _indexBufferSize;
|
|
|
|
|
|
// Textures
|
|
|
private Dictionary<IntPtr, Texture2D> _loadedTextures;
|
|
|
|
|
|
private int _textureId;
|
|
|
private IntPtr? _fontTextureId;
|
|
|
|
|
|
// Input
|
|
|
private int _scrollWheelValue;
|
|
|
|
|
|
private List<int> _keys = new List<int>();
|
|
|
|
|
|
public ImGuiRenderer(Game game)
|
|
|
{
|
|
|
var context = ImGui.CreateContext();
|
|
|
ImGui.SetCurrentContext(context);
|
|
|
|
|
|
_game = game ?? throw new ArgumentNullException(nameof(game));
|
|
|
_graphicsDevice = game.GraphicsDevice;
|
|
|
|
|
|
_loadedTextures = new Dictionary<IntPtr, Texture2D>();
|
|
|
|
|
|
_rasterizerState = new RasterizerState()
|
|
|
{
|
|
|
CullMode = CullMode.None,
|
|
|
DepthBias = 0,
|
|
|
FillMode = FillMode.Solid,
|
|
|
MultiSampleAntiAlias = false,
|
|
|
ScissorTestEnable = true,
|
|
|
SlopeScaleDepthBias = 0
|
|
|
};
|
|
|
|
|
|
SetupInput();
|
|
|
}
|
|
|
|
|
|
#region ImGuiRenderer
|
|
|
|
|
|
/// <summary>
|
|
|
/// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done
|
|
|
/// </summary>
|
|
|
public virtual unsafe void RebuildFontAtlas()
|
|
|
{
|
|
|
// Get font texture from ImGui
|
|
|
var io = ImGui.GetIO();
|
|
|
io.Fonts.GetTexDataAsRGBA32(out byte* pixelData, out int width, out int height, out int bytesPerPixel);
|
|
|
|
|
|
// Copy the data to a managed array
|
|
|
var pixels = new byte[width * height * bytesPerPixel];
|
|
|
unsafe { Marshal.Copy(new IntPtr(pixelData), pixels, 0, pixels.Length); }
|
|
|
|
|
|
// Create and register the texture as an XNA texture
|
|
|
var tex2d = new Texture2D(_graphicsDevice, width, height, false, SurfaceFormat.Color);
|
|
|
tex2d.SetData(pixels);
|
|
|
|
|
|
// Should a texture already have been build previously, unbind it first so it can be deallocated
|
|
|
if (_fontTextureId.HasValue) UnbindTexture(_fontTextureId.Value);
|
|
|
|
|
|
// Bind the new texture to an ImGui-friendly id
|
|
|
_fontTextureId = BindTexture(tex2d);
|
|
|
|
|
|
// Let ImGui know where to find the texture
|
|
|
io.Fonts.SetTexID(_fontTextureId.Value);
|
|
|
io.Fonts.ClearTexData(); // Clears CPU side texture data
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw
|
|
|
/// </summary>
|
|
|
public virtual IntPtr BindTexture(Texture2D texture)
|
|
|
{
|
|
|
var id = new IntPtr(_textureId++);
|
|
|
|
|
|
_loadedTextures.Add(id, texture);
|
|
|
|
|
|
return id;
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated
|
|
|
/// </summary>
|
|
|
public virtual void UnbindTexture(IntPtr textureId)
|
|
|
{
|
|
|
_loadedTextures.Remove(textureId);
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// Sets up ImGui for a new frame, should be called at frame start
|
|
|
/// </summary>
|
|
|
public virtual void BeforeLayout(GameTime gameTime)
|
|
|
{
|
|
|
ImGui.GetIO().DeltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
|
|
|
|
|
|
UpdateInput();
|
|
|
|
|
|
ImGui.NewFrame();
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls
|
|
|
/// </summary>
|
|
|
public virtual void AfterLayout()
|
|
|
{
|
|
|
ImGui.Render();
|
|
|
|
|
|
unsafe { RenderDrawData(ImGui.GetDrawData()); }
|
|
|
}
|
|
|
|
|
|
#endregion ImGuiRenderer
|
|
|
|
|
|
#region Setup & Update
|
|
|
|
|
|
/// <summary>
|
|
|
/// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed
|
|
|
/// </summary>
|
|
|
protected virtual void SetupInput()
|
|
|
{
|
|
|
var io = ImGui.GetIO();
|
|
|
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Space] = (int)Keys.Space);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y);
|
|
|
_keys.Add(io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z);
|
|
|
|
|
|
// MonoGame-specific //////////////////////
|
|
|
//_game.Window.TextInput += (s, a) =>
|
|
|
//{
|
|
|
// if (a.Character == '\t') return;
|
|
|
|
|
|
// io.AddInputCharacter(a.Character);
|
|
|
//};
|
|
|
///////////////////////////////////////////
|
|
|
|
|
|
//FNA - specific ///////////////////////////
|
|
|
TextInputEXT.TextInput += c =>
|
|
|
{
|
|
|
if (c == '\t') return;
|
|
|
|
|
|
ImGui.GetIO().AddInputCharacter(c);
|
|
|
};
|
|
|
///////////////////////////////////////////
|
|
|
|
|
|
ImGui.GetIO().Fonts.AddFontDefault();
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// Updates the <see cref="Effect" /> to the current matrices and texture
|
|
|
/// </summary>
|
|
|
protected virtual Effect UpdateEffect(Texture2D texture)
|
|
|
{
|
|
|
_effect = _effect ?? new BasicEffect(_graphicsDevice);
|
|
|
|
|
|
var io = ImGui.GetIO();
|
|
|
|
|
|
_effect.World = Matrix.Identity;
|
|
|
_effect.View = Matrix.Identity;
|
|
|
_effect.Projection = Matrix.CreateOrthographicOffCenter(0f, io.DisplaySize.X, io.DisplaySize.Y, 0f, -1f, 1f);
|
|
|
_effect.TextureEnabled = true;
|
|
|
_effect.Texture = texture;
|
|
|
_effect.VertexColorEnabled = true;
|
|
|
|
|
|
return _effect;
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// Sends XNA input state to ImGui
|
|
|
/// </summary>
|
|
|
protected virtual void UpdateInput()
|
|
|
{
|
|
|
var io = ImGui.GetIO();
|
|
|
|
|
|
var mouse = Mouse.GetState();
|
|
|
var keyboard = Keyboard.GetState();
|
|
|
|
|
|
for (int i = 0; i < _keys.Count; i++)
|
|
|
{
|
|
|
io.KeysDown[_keys[i]] = keyboard.IsKeyDown((Keys)_keys[i]);
|
|
|
}
|
|
|
|
|
|
io.KeyShift = keyboard.IsKeyDown(Keys.LeftShift) || keyboard.IsKeyDown(Keys.RightShift);
|
|
|
io.KeyCtrl = keyboard.IsKeyDown(Keys.LeftControl) || keyboard.IsKeyDown(Keys.RightControl);
|
|
|
io.KeyAlt = keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt);
|
|
|
io.KeySuper = keyboard.IsKeyDown(Keys.LeftWindows) || keyboard.IsKeyDown(Keys.RightWindows);
|
|
|
|
|
|
io.DisplaySize = new System.Numerics.Vector2(_graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight);
|
|
|
io.DisplayFramebufferScale = new System.Numerics.Vector2(1f, 1f);
|
|
|
|
|
|
io.MousePos = new System.Numerics.Vector2(mouse.X, mouse.Y);
|
|
|
|
|
|
io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed;
|
|
|
io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed;
|
|
|
io.MouseDown[2] = mouse.MiddleButton == ButtonState.Pressed;
|
|
|
|
|
|
var scrollDelta = mouse.ScrollWheelValue - _scrollWheelValue;
|
|
|
io.MouseWheel = scrollDelta > 0 ? 1 : scrollDelta < 0 ? -1 : 0;
|
|
|
_scrollWheelValue = mouse.ScrollWheelValue;
|
|
|
}
|
|
|
|
|
|
#endregion Setup & Update
|
|
|
|
|
|
#region Internals
|
|
|
|
|
|
/// <summary>
|
|
|
/// Gets the geometry as set up by ImGui and sends it to the graphics device
|
|
|
/// </summary>
|
|
|
private void RenderDrawData(ImDrawDataPtr drawData)
|
|
|
{
|
|
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers
|
|
|
var lastViewport = _graphicsDevice.Viewport;
|
|
|
var lastScissorBox = _graphicsDevice.ScissorRectangle;
|
|
|
|
|
|
_graphicsDevice.BlendFactor = Color.White;
|
|
|
_graphicsDevice.BlendState = BlendState.NonPremultiplied;
|
|
|
_graphicsDevice.RasterizerState = _rasterizerState;
|
|
|
_graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
|
|
|
|
|
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
|
|
drawData.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale);
|
|
|
|
|
|
// Setup projection
|
|
|
_graphicsDevice.Viewport = new Viewport(0, 0, _graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight);
|
|
|
|
|
|
UpdateBuffers(drawData);
|
|
|
|
|
|
RenderCommandLists(drawData);
|
|
|
|
|
|
// Restore modified state
|
|
|
_graphicsDevice.Viewport = lastViewport;
|
|
|
_graphicsDevice.ScissorRectangle = lastScissorBox;
|
|
|
}
|
|
|
|
|
|
private unsafe void UpdateBuffers(ImDrawDataPtr drawData)
|
|
|
{
|
|
|
if (drawData.TotalVtxCount == 0)
|
|
|
{
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
// Expand buffers if we need more room
|
|
|
if (drawData.TotalVtxCount > _vertexBufferSize)
|
|
|
{
|
|
|
_vertexBuffer?.Dispose();
|
|
|
|
|
|
_vertexBufferSize = (int)(drawData.TotalVtxCount * 1.5f);
|
|
|
_vertexBuffer = new VertexBuffer(_graphicsDevice, DrawVertDeclaration.Declaration, _vertexBufferSize, BufferUsage.None);
|
|
|
_vertexData = new byte[_vertexBufferSize * DrawVertDeclaration.Size];
|
|
|
}
|
|
|
|
|
|
if (drawData.TotalIdxCount > _indexBufferSize)
|
|
|
{
|
|
|
_indexBuffer?.Dispose();
|
|
|
|
|
|
_indexBufferSize = (int)(drawData.TotalIdxCount * 1.5f);
|
|
|
_indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None);
|
|
|
_indexData = new byte[_indexBufferSize * sizeof(ushort)];
|
|
|
}
|
|
|
|
|
|
// Copy ImGui's vertices and indices to a set of managed byte arrays
|
|
|
int vtxOffset = 0;
|
|
|
int idxOffset = 0;
|
|
|
|
|
|
for (int n = 0; n < drawData.CmdListsCount; n++)
|
|
|
{
|
|
|
ImDrawListPtr cmdList = drawData.CmdListsRange[n];
|
|
|
|
|
|
fixed (void* vtxDstPtr = &_vertexData[vtxOffset * DrawVertDeclaration.Size])
|
|
|
fixed (void* idxDstPtr = &_indexData[idxOffset * sizeof(ushort)])
|
|
|
{
|
|
|
Buffer.MemoryCopy((void*)cmdList.VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList.VtxBuffer.Size * DrawVertDeclaration.Size);
|
|
|
Buffer.MemoryCopy((void*)cmdList.IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList.IdxBuffer.Size * sizeof(ushort));
|
|
|
}
|
|
|
|
|
|
vtxOffset += cmdList.VtxBuffer.Size;
|
|
|
idxOffset += cmdList.IdxBuffer.Size;
|
|
|
}
|
|
|
|
|
|
// Copy the managed byte arrays to the gpu vertex- and index buffers
|
|
|
_vertexBuffer.SetData(_vertexData, 0, drawData.TotalVtxCount * DrawVertDeclaration.Size);
|
|
|
_indexBuffer.SetData(_indexData, 0, drawData.TotalIdxCount * sizeof(ushort));
|
|
|
}
|
|
|
|
|
|
private unsafe void RenderCommandLists(ImDrawDataPtr drawData)
|
|
|
{
|
|
|
_graphicsDevice.SetVertexBuffer(_vertexBuffer);
|
|
|
_graphicsDevice.Indices = _indexBuffer;
|
|
|
|
|
|
int vtxOffset = 0;
|
|
|
int idxOffset = 0;
|
|
|
|
|
|
for (int n = 0; n < drawData.CmdListsCount; n++)
|
|
|
{
|
|
|
ImDrawListPtr cmdList = drawData.CmdListsRange[n];
|
|
|
|
|
|
for (int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++)
|
|
|
{
|
|
|
ImDrawCmdPtr drawCmd = cmdList.CmdBuffer[cmdi];
|
|
|
|
|
|
if (!_loadedTextures.ContainsKey(drawCmd.TextureId))
|
|
|
{
|
|
|
throw new InvalidOperationException($"Could not find a texture with id '{drawCmd.TextureId}', please check your bindings");
|
|
|
}
|
|
|
|
|
|
_graphicsDevice.ScissorRectangle = new Rectangle(
|
|
|
(int)drawCmd.ClipRect.X,
|
|
|
(int)drawCmd.ClipRect.Y,
|
|
|
(int)(drawCmd.ClipRect.Z - drawCmd.ClipRect.X),
|
|
|
(int)(drawCmd.ClipRect.W - drawCmd.ClipRect.Y)
|
|
|
);
|
|
|
|
|
|
var effect = UpdateEffect(_loadedTextures[drawCmd.TextureId]);
|
|
|
|
|
|
foreach (var pass in effect.CurrentTechnique.Passes)
|
|
|
{
|
|
|
pass.Apply();
|
|
|
|
|
|
#pragma warning disable CS0618 // // FNA does not expose an alternative method.
|
|
|
_graphicsDevice.DrawIndexedPrimitives(
|
|
|
primitiveType: PrimitiveType.TriangleList,
|
|
|
baseVertex: vtxOffset,
|
|
|
minVertexIndex: 0,
|
|
|
numVertices: cmdList.VtxBuffer.Size,
|
|
|
startIndex: idxOffset,
|
|
|
primitiveCount: (int)drawCmd.ElemCount / 3
|
|
|
);
|
|
|
#pragma warning restore CS0618
|
|
|
}
|
|
|
|
|
|
idxOffset += (int)drawCmd.ElemCount;
|
|
|
}
|
|
|
|
|
|
vtxOffset += cmdList.VtxBuffer.Size;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
#endregion Internals
|
|
|
}
|
|
|
}
|
|
|
|