mirror of
https://github.com/eliasstepanik/imgui-rs.git
synced 2026-01-13 14:38:36 +00:00
- gfx uses an sRGB framebuffer, which means it expects all vertex colors to be in linear space - imgui provides vertex colors in sRGB space! This causes the appearance of washed out colors - Fix the color space conflict by converting the imgui colors to linear space
241 lines
9.8 KiB
Rust
241 lines
9.8 KiB
Rust
use imgui::{FontGlyphRange, ImFontConfig, ImGui, ImGuiMouseCursor, Ui};
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use imgui_gfx_renderer::{Renderer, Shaders};
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use std::time::Instant;
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#[derive(Copy, Clone, PartialEq, Debug, Default)]
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struct MouseState {
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pos: (i32, i32),
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pressed: (bool, bool, bool),
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wheel: f32,
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}
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pub fn run<F: FnMut(&Ui) -> bool>(title: String, clear_color: [f32; 4], mut run_ui: F) {
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use gfx::{self, Device};
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use gfx_window_glutin;
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use glutin::{self, GlContext};
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type ColorFormat = gfx::format::Rgba8;
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type DepthFormat = gfx::format::DepthStencil;
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let mut events_loop = glutin::EventsLoop::new();
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let context = glutin::ContextBuilder::new().with_vsync(true);
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let window = glutin::WindowBuilder::new()
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.with_title(title)
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.with_dimensions(1024, 768);
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let (window, mut device, mut factory, mut main_color, mut main_depth) =
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gfx_window_glutin::init::<ColorFormat, DepthFormat>(window, context, &events_loop);
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let mut encoder: gfx::Encoder<_, _> = factory.create_command_buffer().into();
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let shaders = {
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let version = device.get_info().shading_language;
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if version.is_embedded {
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if version.major >= 3 {
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Shaders::GlSlEs300
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} else {
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Shaders::GlSlEs100
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}
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} else if version.major >= 4 {
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Shaders::GlSl400
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} else if version.major >= 3 {
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Shaders::GlSl130
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} else {
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Shaders::GlSl110
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}
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};
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let mut imgui = ImGui::init();
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{
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// Fix incorrect colors with sRGB framebuffer
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use imgui_sys::ImVec4;
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fn imgui_gamma_to_linear(col: ImVec4) -> ImVec4 {
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let x = col.x.powf(2.2);
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let y = col.y.powf(2.2);
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let z = col.z.powf(2.2);
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let w = 1.0 - (1.0 - col.w).powf(2.2);
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ImVec4::new(x, y, z, w)
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}
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let style = imgui.style_mut();
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for col in 0..style.colors.len() {
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style.colors[col] = imgui_gamma_to_linear(style.colors[col]);
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}
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}
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imgui.set_ini_filename(None);
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let config = ImFontConfig::new().oversample_h(1).pixel_snap_h(true).size_pixels(13.0);
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config.rasterizer_multiply(1.75).add_font(
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&mut imgui.fonts(), include_bytes!("../mplus-1p-regular.ttf"), &FontGlyphRange::japanese());
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config.merge_mode(true).add_default_font(&mut imgui.fonts());
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let mut renderer = Renderer::init(&mut imgui, &mut factory, shaders, main_color.clone())
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.expect("Failed to initialize renderer");
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configure_keys(&mut imgui);
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let mut last_frame = Instant::now();
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let mut mouse_state = MouseState::default();
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let mut quit = false;
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'running: loop {
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events_loop.poll_events(|event| {
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use glutin::WindowEvent::*;
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use glutin::ElementState::Pressed;
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use glutin::{Event, MouseButton, MouseScrollDelta, TouchPhase};
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if let Event::WindowEvent { event, .. } = event {
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match event {
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Resized(_, _) => {
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gfx_window_glutin::update_views(&window, &mut main_color, &mut main_depth);
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renderer.update_render_target(main_color.clone());
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}
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Closed => quit = true,
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KeyboardInput { input, .. } => {
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use glutin::VirtualKeyCode as Key;
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let pressed = input.state == Pressed;
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match input.virtual_keycode {
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Some(Key::Tab) => imgui.set_key(0, pressed),
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Some(Key::Left) => imgui.set_key(1, pressed),
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Some(Key::Right) => imgui.set_key(2, pressed),
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Some(Key::Up) => imgui.set_key(3, pressed),
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Some(Key::Down) => imgui.set_key(4, pressed),
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Some(Key::PageUp) => imgui.set_key(5, pressed),
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Some(Key::PageDown) => imgui.set_key(6, pressed),
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Some(Key::Home) => imgui.set_key(7, pressed),
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Some(Key::End) => imgui.set_key(8, pressed),
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Some(Key::Delete) => imgui.set_key(9, pressed),
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Some(Key::Back) => imgui.set_key(10, pressed),
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Some(Key::Return) => imgui.set_key(11, pressed),
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Some(Key::Escape) => imgui.set_key(12, pressed),
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Some(Key::A) => imgui.set_key(13, pressed),
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Some(Key::C) => imgui.set_key(14, pressed),
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Some(Key::V) => imgui.set_key(15, pressed),
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Some(Key::X) => imgui.set_key(16, pressed),
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Some(Key::Y) => imgui.set_key(17, pressed),
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Some(Key::Z) => imgui.set_key(18, pressed),
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Some(Key::LControl) |
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Some(Key::RControl) => imgui.set_key_ctrl(pressed),
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Some(Key::LShift) |
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Some(Key::RShift) => imgui.set_key_shift(pressed),
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Some(Key::LAlt) | Some(Key::RAlt) => imgui.set_key_alt(pressed),
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Some(Key::LWin) | Some(Key::RWin) => imgui.set_key_super(pressed),
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_ => {}
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}
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}
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CursorMoved { position: (x, y), .. } => mouse_state.pos = (x as i32, y as i32),
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MouseInput { state, button, .. } => {
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match button {
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MouseButton::Left => mouse_state.pressed.0 = state == Pressed,
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MouseButton::Right => mouse_state.pressed.1 = state == Pressed,
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MouseButton::Middle => mouse_state.pressed.2 = state == Pressed,
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_ => {}
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}
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}
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MouseWheel {
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delta: MouseScrollDelta::LineDelta(_, y),
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phase: TouchPhase::Moved,
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..
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} |
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MouseWheel {
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delta: MouseScrollDelta::PixelDelta(_, y),
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phase: TouchPhase::Moved,
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..
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} => mouse_state.wheel = y,
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ReceivedCharacter(c) => imgui.add_input_character(c),
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_ => (),
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}
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}
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});
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if quit {
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break 'running;
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}
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let now = Instant::now();
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let delta = now - last_frame;
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let delta_s = delta.as_secs() as f32 + delta.subsec_nanos() as f32 / 1_000_000_000.0;
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last_frame = now;
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update_mouse(&mut imgui, &mut mouse_state);
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let mouse_cursor = imgui.mouse_cursor();
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if imgui.mouse_draw_cursor() || mouse_cursor == ImGuiMouseCursor::None {
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// Hide OS cursor
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window.set_cursor_state(glutin::CursorState::Hide).unwrap();
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} else {
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// Set OS cursor
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window.set_cursor_state(glutin::CursorState::Normal).unwrap();
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window.set_cursor(match mouse_cursor {
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ImGuiMouseCursor::None => unreachable!("mouse_cursor was None!"),
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ImGuiMouseCursor::Arrow => glutin::MouseCursor::Arrow,
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ImGuiMouseCursor::TextInput => glutin::MouseCursor::Text,
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ImGuiMouseCursor::Move => glutin::MouseCursor::Move,
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ImGuiMouseCursor::ResizeNS => glutin::MouseCursor::NsResize,
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ImGuiMouseCursor::ResizeEW => glutin::MouseCursor::EwResize,
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ImGuiMouseCursor::ResizeNESW => glutin::MouseCursor::NeswResize,
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ImGuiMouseCursor::ResizeNWSE => glutin::MouseCursor::NwseResize,
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});
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}
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let size_pixels = window.get_inner_size().unwrap();
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let hdipi = window.hidpi_factor();
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let size_points = (
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(size_pixels.0 as f32 / hdipi) as u32,
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(size_pixels.1 as f32 / hdipi) as u32,
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);
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let ui = imgui.frame(size_points, size_pixels, delta_s);
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if !run_ui(&ui) {
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break;
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}
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encoder.clear(&main_color, clear_color);
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renderer.render(ui, &mut factory, &mut encoder).expect(
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"Rendering failed",
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);
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encoder.flush(&mut device);
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window.context().swap_buffers().unwrap();
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device.cleanup();
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}
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}
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fn configure_keys(imgui: &mut ImGui) {
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use imgui::ImGuiKey;
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imgui.set_imgui_key(ImGuiKey::Tab, 0);
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imgui.set_imgui_key(ImGuiKey::LeftArrow, 1);
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imgui.set_imgui_key(ImGuiKey::RightArrow, 2);
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imgui.set_imgui_key(ImGuiKey::UpArrow, 3);
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imgui.set_imgui_key(ImGuiKey::DownArrow, 4);
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imgui.set_imgui_key(ImGuiKey::PageUp, 5);
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imgui.set_imgui_key(ImGuiKey::PageDown, 6);
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imgui.set_imgui_key(ImGuiKey::Home, 7);
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imgui.set_imgui_key(ImGuiKey::End, 8);
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imgui.set_imgui_key(ImGuiKey::Delete, 9);
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imgui.set_imgui_key(ImGuiKey::Backspace, 10);
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imgui.set_imgui_key(ImGuiKey::Enter, 11);
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imgui.set_imgui_key(ImGuiKey::Escape, 12);
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imgui.set_imgui_key(ImGuiKey::A, 13);
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imgui.set_imgui_key(ImGuiKey::C, 14);
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imgui.set_imgui_key(ImGuiKey::V, 15);
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imgui.set_imgui_key(ImGuiKey::X, 16);
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imgui.set_imgui_key(ImGuiKey::Y, 17);
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imgui.set_imgui_key(ImGuiKey::Z, 18);
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}
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fn update_mouse(imgui: &mut ImGui, mouse_state: &mut MouseState) {
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let scale = imgui.display_framebuffer_scale();
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imgui.set_mouse_pos(
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mouse_state.pos.0 as f32 / scale.0,
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mouse_state.pos.1 as f32 / scale.1,
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);
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imgui.set_mouse_down(
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&[
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mouse_state.pressed.0,
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mouse_state.pressed.1,
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mouse_state.pressed.2,
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false,
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false,
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],
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);
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imgui.set_mouse_wheel(mouse_state.wheel / scale.1);
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mouse_state.wheel = 0.0;
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}
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