Files
glitchy-engine-beef/GlitchyEngine/src/ImGui/ImGuiLayer.bf
T
2020-11-12 23:25:48 +01:00

183 lines
5.0 KiB
Beef

using System;
using imgui_beef;
using GlitchyEngine.Events;
// Temporary
using DirectX.Windows.VirtualKeyCodes;
using GlitchyEngine.Platform.DX11;
namespace GlitchyEngine.ImGui
{
public class ImGuiLayer : Layer
{
public this() : base("ImGuiLayer") { }
public override void OnAttach()
{
Log.EngineLogger.Trace("Initializing ImGui...");
ImGui.CHECKVERSION();
ImGui.CreateContext();
ImGui.StyleColorsDark();
ref ImGui.IO io = ref ImGui.GetIO();
io.BackendFlags |= .HasMouseCursors | .HasSetMousePos;
// Todo: Temporary, needs own keymap
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
io.KeyMap[(int32)ImGui.Key.Tab] = VK_TAB;
io.KeyMap[(int32)ImGui.Key.LeftArrow] = VK_LEFT;
io.KeyMap[(int32)ImGui.Key.RightArrow] = VK_RIGHT;
io.KeyMap[(int32)ImGui.Key.UpArrow] = VK_UP;
io.KeyMap[(int32)ImGui.Key.DownArrow] = VK_DOWN;
io.KeyMap[(int32)ImGui.Key.PageUp] = VK_PRIOR;
io.KeyMap[(int32)ImGui.Key.PageDown] = VK_NEXT;
io.KeyMap[(int32)ImGui.Key.Home] = VK_HOME;
io.KeyMap[(int32)ImGui.Key.End] = VK_END;
io.KeyMap[(int32)ImGui.Key.Insert] = VK_INSERT;
io.KeyMap[(int32)ImGui.Key.Delete] = VK_DELETE;
io.KeyMap[(int32)ImGui.Key.Backspace] = VK_BACK;
io.KeyMap[(int32)ImGui.Key.Space] = VK_SPACE;
io.KeyMap[(int32)ImGui.Key.Enter] = VK_RETURN;
io.KeyMap[(int32)ImGui.Key.Escape] = VK_ESCAPE;
io.KeyMap[(int32)ImGui.Key.KeyPadEnter] = VK_RETURN;
io.KeyMap[(int32)ImGui.Key.A] = (int32)'A';
io.KeyMap[(int32)ImGui.Key.C] = (int32)'C';
io.KeyMap[(int32)ImGui.Key.V] = (int32)'V';
io.KeyMap[(int32)ImGui.Key.X] = (int32)'X';
io.KeyMap[(int32)ImGui.Key.Y] = (int32)'Y';
io.KeyMap[(int32)ImGui.Key.Z] = (int32)'Z';
// Todo: temporary, needs to be platform independant
ImGuiImplDx11.Init(Platform.DX11.DirectX.Device, Platform.DX11.DirectX.ImmediateContext);
}
public override void OnDetach()
{
}
public override void OnEvent(Event event)
{
EventDispatcher dispatcher = scope EventDispatcher(event);
dispatcher.Dispatch<WindowResizeEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
io.DisplaySize = .(e.Width, e.Height);
io.DisplayFramebufferScale = .(1.0f, 1.0f);
return false;
});
dispatcher.Dispatch<MouseMovedEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
io.MousePos = ImGui.Vec2(e.PositionX, e.PositionY);
return false;
});
dispatcher.Dispatch<MouseButtonPressedEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
switch(e.MouseButton)
{
case .LeftButton:
io.MouseDown[(uint)ImGui.MouseButton.Left] = true;
case .RightButton:
io.MouseDown[(uint)ImGui.MouseButton.Right] = true;
case .MiddleButton:
io.MouseDown[(uint)ImGui.MouseButton.Middle] = true;
default:
}
return false;
});
dispatcher.Dispatch<MouseButtonReleasedEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
switch(e.MouseButton)
{
case .LeftButton:
io.MouseDown[(uint)ImGui.MouseButton.Left] = false;
case .RightButton:
io.MouseDown[(uint)ImGui.MouseButton.Right] = false;
case .MiddleButton:
io.MouseDown[(uint)ImGui.MouseButton.Middle] = false;
default:
}
return false;
});
dispatcher.Dispatch<MouseScrolledEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
io.MouseWheel += e.YOffset;
io.MouseWheelH += e.XOffset; // Todo: horizontal mousewheel inverted?!
return false;
});
dispatcher.Dispatch<KeyPressedEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
io.KeysDown[e.KeyCode] = true;
io.KeyCtrl = io.KeysDown[VK_CONTROL];
io.KeyShift = io.KeysDown[VK_SHIFT];
io.KeyAlt = io.KeysDown[VK_MENU];
io.KeySuper = io.KeysDown[VK_LWIN] || io.KeysDown[VK_RWIN];
return false;
});
dispatcher.Dispatch<KeyReleasedEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
io.KeysDown[e.KeyCode] = false;
io.KeyCtrl = io.KeysDown[VK_CONTROL];
io.KeyShift = io.KeysDown[VK_SHIFT];
io.KeyAlt = io.KeysDown[VK_MENU];
io.KeySuper = io.KeysDown[VK_LWIN] || io.KeysDown[VK_RWIN];
return false;
});
dispatcher.Dispatch<KeyTypedEvent>(scope (e) =>
{
ref ImGui.IO io = ref ImGui.GetIO();
io.AddInputCharacterUTF16((int16)e.Char);
return false;
});
}
bool showDemo = true;
public override void Update(GameTime gameTime)
{
var v = DirectX.ImmediateContext;
v.OutputMerger.SetRenderTargets(1, &DirectX.BackBufferTarget, null);
ref ImGui.IO io = ref ImGui.GetIO();
let window = Application.Get.Window;
io.DisplaySize = .(window.Width, window.Height);
io.DeltaTime = (float)gameTime.FrameTime.TotalSeconds;
ImGuiImplDx11.NewFrame();
ImGui.NewFrame();
ImGui.ShowDemoWindow(&showDemo);
ImGui.Render();
ImGuiImplDx11.RenderDrawData(ImGui.GetDrawData());
}
}
}