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-rw-r--r--src/AssetManager.cpp17
-rw-r--r--src/AssetManager.hpp2
-rw-r--r--src/Plugin.cpp62
-rw-r--r--src/Plugin.hpp3
-rw-r--r--src/Render.cpp544
-rw-r--r--src/Render.hpp24
-rw-r--r--src/Rml.cpp210
-rw-r--r--src/Rml.hpp86
-rw-r--r--src/Shader.hpp8
-rw-r--r--src/imgui_impl_sdl_gl3.cpp401
-rw-r--r--src/imgui_impl_sdl_gl3.h19
11 files changed, 574 insertions, 802 deletions
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp
index 514d008..7bcfaae 100644
--- a/src/AssetManager.cpp
+++ b/src/AssetManager.cpp
@@ -64,6 +64,9 @@ void AssetManager::InitAssetManager()
ParseBlockModels();
PluginSystem::Init();
+}
+
+void AssetManager::InitPostRml() {
LoadScripts();
}
@@ -402,22 +405,26 @@ void ParseAssetShader(AssetTreeNode &node) {
std::string vertPath = j["vert"].get<std::string>();
std::string fragPath = j["frag"].get<std::string>();
- AssetTreeNode *vertAsset = AssetManager::GetAssetByAssetName(vertPath);
- AssetTreeNode *fragAsset = AssetManager::GetAssetByAssetName(fragPath);
+ AssetTreeNode* vertAsset = AssetManager::GetAssetByAssetName(vertPath);
+ AssetTreeNode* fragAsset = AssetManager::GetAssetByAssetName(fragPath);
std::string vertSource((char*)vertAsset->data.data(), (char*)vertAsset->data.data() + vertAsset->data.size());
std::string fragSource((char*)fragAsset->data.data(), (char*)fragAsset->data.data() + fragAsset->data.size());
std::vector<std::string> uniforms;
- for (auto &it : j["uniforms"]) {
+ for (auto& it : j["uniforms"]) {
uniforms.push_back(it.get<std::string>());
}
node.asset = std::make_unique<AssetShader>();
- AssetShader *asset = dynamic_cast<AssetShader*>(node.asset.get());
+ AssetShader* asset = dynamic_cast<AssetShader*>(node.asset.get());
asset->shader = std::make_unique<Shader>(vertSource, fragSource, uniforms);
+ } catch (std::exception &e) {
+ glCheckError();
+ LOG(ERROR) << "Shader asset parsing failed: " << e.what();
} catch (...) {
glCheckError();
+ LOG(ERROR) << "Shader asset parsing failed with unknown reason";
return;
}
}
@@ -426,8 +433,6 @@ void ParseAssetScript(AssetTreeNode &node) {
node.asset = std::make_unique<AssetScript>();
AssetScript *asset = dynamic_cast<AssetScript*>(node.asset.get());
asset->code = std::string((char*)node.data.data(), (char*)node.data.data() + node.data.size());
- node.data.clear();
- node.data.shrink_to_fit();
}
void ParseBlockModels() {
diff --git a/src/AssetManager.hpp b/src/AssetManager.hpp
index bf948b3..b67d920 100644
--- a/src/AssetManager.hpp
+++ b/src/AssetManager.hpp
@@ -174,6 +174,8 @@ struct AssetScript : Asset {
namespace AssetManager {
void InitAssetManager();
+ void InitPostRml();
+
BlockFaces &GetBlockModelByBlockId(BlockId block);
std::string GetAssetNameByBlockId(BlockId block);
diff --git a/src/Plugin.cpp b/src/Plugin.cpp
index 83e9bdd..5134aa6 100644
--- a/src/Plugin.cpp
+++ b/src/Plugin.cpp
@@ -10,6 +10,7 @@
#include "Game.hpp"
#include "Event.hpp"
#include "AssetManager.hpp"
+#include "Settings.hpp"
struct Plugin {
@@ -42,8 +43,8 @@ namespace PluginApi {
plugin["onRequestBlockInfo"].get_or(std::function<BlockInfo(Vector)>()),
};
plugins.push_back(nativePlugin);
+ LOG(INFO)<<"Loading plugin " << (!nativePlugin.displayName.empty() ? nativePlugin.displayName : nativePlugin.name);
nativePlugin.onLoad();
-
LOG(INFO) << "Loaded plugin " << (!nativePlugin.displayName.empty() ? nativePlugin.displayName : nativePlugin.name);
}
@@ -74,6 +75,39 @@ namespace PluginApi {
void RegisterDimension(int dimId, Dimension dim) {
RegisterNewDimension(dimId, dim);
}
+
+ void ConnectToServer(std::string host, std::string username) {
+ size_t index = host.find_last_of(':');
+ unsigned short port;
+ if (index == std::string::npos)
+ port = 25565;
+ else {
+ try {
+ port = std::stoi(host.substr(index + 1));
+ }
+ catch (std::exception& e) {
+ port = 25565;
+ LOG(WARNING) << "Incorrect host format: " << host;
+ }
+ }
+ PUSH_EVENT("ConnectToServer", std::make_tuple(host.substr(0, index), port, username));
+ }
+
+ void Exit() {
+ PUSH_EVENT("Exit", 0);
+ }
+
+ void Disconnect() {
+ PUSH_EVENT("Disconnect", std::string("Disconnected by user"));
+ }
+
+ void SetStatePlaying() {
+ SetState(State::Playing);
+ }
+
+ void SettingsUpdate() {
+ PUSH_EVENT("SettingsUpdate", 0);
+ }
}
int LoadFileRequire(lua_State* L) {
@@ -203,7 +237,13 @@ void PluginSystem::Init() {
"name", &Dimension::name,
"skylight", &Dimension::skylight);
+ lua.new_usertype<LoopExecutionTimeController>("LoopExecutionTimeController",
+ "GetIterations", &LoopExecutionTimeController::GetIterations,
+ "GetDeltaS", &LoopExecutionTimeController::GetDeltaS,
+ "GetRealDeltaS", &LoopExecutionTimeController::GetRealDeltaS);
+
sol::table apiTable = lua["AC"].get_or_create<sol::table>();
+ sol::table apiSettings = lua["AC"]["Settings"].get_or_create<sol::table>();
apiTable["RegisterPlugin"] = PluginApi::RegisterPlugin;
apiTable["LogWarning"] = PluginApi::LogWarning;
@@ -212,6 +252,26 @@ void PluginSystem::Init() {
apiTable["GetGameState"] = PluginApi::GetGameState;
apiTable["RegisterBlock"] = PluginApi::RegisterBlock;
apiTable["RegisterDimension"] = PluginApi::RegisterDimension;
+ apiTable["ConnectToServer"] = PluginApi::ConnectToServer;
+ apiTable["Exit"] = PluginApi::Exit;
+ apiTable["Disconnect"] = PluginApi::Disconnect;
+ apiTable["SetStatePlaying"] = PluginApi::SetStatePlaying;
+ apiSettings["Load"] = Settings::Load;
+ apiSettings["Save"] = Settings::Save;
+ apiSettings["Read"] = Settings::Read;
+ apiSettings["Write"] = Settings::Write;
+ apiSettings["ReadBool"] = Settings::ReadBool;
+ apiSettings["WriteBool"] = Settings::WriteBool;
+ apiSettings["ReaIntd"] = Settings::ReadInt;
+ apiSettings["WriteInt"] = Settings::WriteInt;
+ apiSettings["ReadDouble"] = Settings::ReadDouble;
+ apiSettings["WriteDouble"] = Settings::WriteDouble;
+ apiTable["SettingsUpdate"] = PluginApi::SettingsUpdate;
+ apiTable["GetTime"] = GetTime;
+}
+
+lua_State* PluginSystem::GetLuaState() {
+ return lua.lua_state();
}
void PluginSystem::Execute(const std::string &luaCode, bool except) {
diff --git a/src/Plugin.hpp b/src/Plugin.hpp
index a849f5c..7af27a4 100644
--- a/src/Plugin.hpp
+++ b/src/Plugin.hpp
@@ -5,10 +5,13 @@
#include "Vector.hpp"
class BlockInfo;
+struct lua_State;
namespace PluginSystem {
void Init();
+ lua_State* GetLuaState();
+
void Execute(const std::string &luaCode, bool except = false);
void CallOnChangeState(std::string newState);
diff --git a/src/Render.cpp b/src/Render.cpp
index d583205..bee8ffb 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -1,10 +1,10 @@
#include "Render.hpp"
-#include <imgui.h>
#include <easylogging++.h>
#include <optick.h>
+#include <RmlUi/Core.h>
+#include <RmlUi/Lua.h>
-#include "imgui_impl_sdl_gl3.h"
#include "Shader.hpp"
#include "AssetManager.hpp"
#include "Event.hpp"
@@ -16,6 +16,37 @@
#include "Settings.hpp"
#include "Framebuffer.hpp"
#include "Plugin.hpp"
+#include "Rml.hpp"
+
+const std::map<SDL_Keycode, Rml::Input::KeyIdentifier> keyMapping = {
+ {SDLK_BACKSPACE, Rml::Input::KI_BACK},
+ {SDLK_INSERT, Rml::Input::KI_INSERT},
+ {SDLK_DELETE, Rml::Input::KI_DELETE},
+ {SDLK_HOME, Rml::Input::KI_HOME},
+ {SDLK_END, Rml::Input::KI_END},
+ {SDLK_LEFT, Rml::Input::KI_LEFT},
+ {SDLK_RIGHT, Rml::Input::KI_RIGHT},
+ {SDLK_UP, Rml::Input::KI_UP},
+ {SDLK_DOWN, Rml::Input::KI_DOWN},
+ {SDLK_TAB, Rml::Input::KI_TAB}
+};
+
+inline int ConvertKeymodsSdlToRml(unsigned short keyMods) {
+ int ret = 0;
+ if (keyMods & KMOD_SHIFT)
+ ret |= Rml::Input::KM_SHIFT;
+ if (keyMods & KMOD_CTRL)
+ ret |= Rml::Input::KM_CTRL;
+ if (keyMods & KMOD_ALT)
+ ret |= Rml::Input::KM_ALT;
+ if (keyMods & KMOD_GUI)
+ ret |= Rml::Input::KM_META;
+ if (keyMods & KMOD_NUM)
+ ret |= Rml::Input::KM_NUMLOCK;
+ if (keyMods & KMOD_CAPS)
+ ret |= Rml::Input::KM_CAPSLOCK;
+ return ret;
+}
Render::Render(unsigned int windowWidth, unsigned int windowHeight,
std::string windowTitle) {
@@ -31,52 +62,23 @@ Render::Render(unsigned int windowWidth, unsigned int windowHeight,
glCheckError();
PrepareToRendering();
glCheckError();
+ InitRml();
+ glCheckError();
+ AssetManager::InitPostRml();
+ glCheckError();
- //Read settings
- strcpy(fieldUsername, Settings::Read("username", "HelloOne").c_str());
- strcpy(fieldServerAddr, Settings::Read("serverAddr", "127.0.0.1").c_str());
- fieldDistance = Settings::ReadDouble("renderDistance", 2.0);
- fieldTargetFps = Settings::ReadDouble("targetFps", 60.0);
- fieldSensetivity = Settings::ReadDouble("mouseSensetivity", 0.1);
- fieldVsync = Settings::ReadBool("vsync", false);
- fieldWireframe = Settings::ReadBool("wireframe", false);
- fieldFlight = Settings::ReadBool("flight", false);
- fieldBrightness = Settings::ReadDouble("brightness", 0.2f);
- fieldResolutionScale = Settings::ReadDouble("resolutionScale", 1.0f);
-
- //Apply settings
- if (fieldSensetivity != sensetivity)
- sensetivity = fieldSensetivity;
- isWireframe = fieldWireframe;
- GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / fieldTargetFps * 1000.0));
- if (fieldVsync) {
- GetTime()->SetDelayLength(std::chrono::milliseconds(0));
- SDL_GL_SetSwapInterval(1);
- }
- else
- SDL_GL_SetSwapInterval(0);
- framebuffer->Resize(renderState.WindowWidth * fieldResolutionScale, renderState.WindowHeight * fieldResolutionScale);
LOG(INFO) << "Supported threads: " << std::thread::hardware_concurrency();
}
Render::~Render() {
- Settings::Write("username", fieldUsername);
- Settings::Write("serverAddr", fieldServerAddr);
- Settings::WriteDouble("renderDistance", fieldDistance);
- Settings::WriteDouble("targetFps", fieldTargetFps);
- Settings::WriteDouble("mouseSensetivity", fieldSensetivity);
- Settings::WriteBool("vsync", fieldVsync);
- Settings::WriteBool("wireframe", fieldWireframe);
- Settings::WriteBool("flight", fieldFlight);
- Settings::WriteDouble("brightness", fieldBrightness);
- Settings::WriteDouble("resolutionScale", fieldResolutionScale);
- Settings::Save();
+ Rml::RemoveContext("default");
+ rmlRender.reset();
+ rmlSystem.reset();
PluginSystem::Init();
framebuffer.reset();
- ImGui_ImplSdlGL3_Shutdown();
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
@@ -123,8 +125,9 @@ void Render::InitGlew() {
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
glViewport(0, 0, width, height);
- glClearColor(0.8,0.8,0.8, 1.0f);
+ glClearColor(0.0f,0.0f,0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
@@ -143,8 +146,6 @@ void Render::PrepareToRendering() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, AssetManager::GetTextureAtlasId());
- ImGui_ImplSdlGL3_Init(window);
-
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
framebuffer = std::make_unique<Framebuffer>(width, height, true);
@@ -153,9 +154,6 @@ void Render::PrepareToRendering() {
}
void Render::UpdateKeyboard() {
- if (ImGui::GetIO().WantCaptureKeyboard)
- return;
-
SDL_Scancode toUpdate[] = { SDL_SCANCODE_A,SDL_SCANCODE_W,SDL_SCANCODE_S,SDL_SCANCODE_D,SDL_SCANCODE_SPACE };
const Uint8 *kbState = SDL_GetKeyboardState(0);
for (auto key : toUpdate) {
@@ -201,11 +199,11 @@ void Render::RenderFrame() {
}
void Render::HandleEvents() {
+ int rmlKeymods = ConvertKeymodsSdlToRml(sdlKeyMods);
+
SDL_PumpEvents();
SDL_Event event;
while (SDL_PollEvent(&event)) {
- ImGui_ImplSdlGL3_ProcessEvent(&event);
-
switch (event.type) {
case SDL_QUIT: {
LOG(INFO) << "Received close event by window closing";
@@ -220,7 +218,10 @@ void Render::HandleEvents() {
SDL_GL_GetDrawableSize(window, &width, &height);
renderState.WindowWidth = width;
renderState.WindowHeight = height;
- framebuffer->Resize(width * fieldResolutionScale, height * fieldResolutionScale);
+ rmlRender->Update(width, height);
+ rmlContext->SetDimensions(Rml::Vector2i(width, height));
+ double resolutionScale = Settings::ReadDouble("resolutionScale", 1.0f);
+ framebuffer->Resize(width * resolutionScale, height * resolutionScale);
Framebuffer::GetDefault().Resize(width, height);
break;
}
@@ -245,6 +246,13 @@ void Render::HandleEvents() {
}
case SDL_KEYDOWN: {
+ sdlKeyMods = event.key.keysym.mod;
+ rmlKeymods = ConvertKeymodsSdlToRml(sdlKeyMods);
+
+ auto it = keyMapping.find(event.key.keysym.sym);
+ Rml::Input::KeyIdentifier ki = it != keyMapping.end() ? it->second : Rml::Input::KeyIdentifier::KI_UNKNOWN;
+ rmlContext->ProcessKeyDown(ki, rmlKeymods);
+
switch (event.key.keysym.scancode) {
case SDL_SCANCODE_ESCAPE: {
auto state = GetState();
@@ -275,15 +283,13 @@ void Render::HandleEvents() {
case SDL_SCANCODE_SLASH:
case SDL_SCANCODE_T: {
- if (!ImGui::GetIO().WantCaptureKeyboard) {
- auto state = GetState();
- if (state == State::Playing) {
- SetState(State::Chat);
- } else if (state == State::Chat) {
- SetState(State::Playing);
- }
+ auto state = GetState();
+ if (state == State::Playing) {
+ SetState(State::Chat);
+ }
+ else if (state == State::Chat) {
+ SetState(State::Playing);
}
-
break;
}
@@ -294,6 +300,16 @@ void Render::HandleEvents() {
break;
}
+ case SDL_KEYUP: {
+ sdlKeyMods = event.key.keysym.mod;
+ rmlKeymods = ConvertKeymodsSdlToRml(sdlKeyMods);
+
+ auto it = keyMapping.find(event.key.keysym.sym);
+ Rml::Input::KeyIdentifier ki = it != keyMapping.end() ? it->second : Rml::Input::KeyIdentifier::KI_UNKNOWN;
+ rmlContext->ProcessKeyUp(ki, rmlKeymods);
+ break;
+ }
+
case SDL_MOUSEMOTION: {
if (isMouseCaptured) {
double deltaX = event.motion.xrel;
@@ -301,36 +317,70 @@ void Render::HandleEvents() {
deltaX *= sensetivity;
deltaY *= sensetivity * -1;
PUSH_EVENT("MouseMove", std::make_tuple(deltaX, deltaY));
+ } else {
+ int mouseX, mouseY;
+ SDL_GetMouseState(&mouseX, &mouseY);
+ rmlContext->ProcessMouseMove(mouseX, mouseY, rmlKeymods);
}
-
break;
}
case SDL_MOUSEBUTTONDOWN: {
- if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) {
+ if (isMouseCaptured) {
if (event.button.button == SDL_BUTTON_LEFT)
PUSH_EVENT("LmbPressed", 0);
else if (event.button.button == SDL_BUTTON_RIGHT)
PUSH_EVENT("RmbPressed", 0);
+ } else {
+ if (event.button.button == SDL_BUTTON_MIDDLE)
+ event.button.button = SDL_BUTTON_RIGHT;
+ else if (event.button.button == SDL_BUTTON_RIGHT)
+ event.button.button = SDL_BUTTON_MIDDLE;
+ rmlContext->ProcessMouseButtonDown(event.button.button - 1, rmlKeymods);
}
-
+
break;
}
case SDL_MOUSEBUTTONUP: {
- if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) {
+ if (isMouseCaptured) {
if (event.button.button == SDL_BUTTON_LEFT)
PUSH_EVENT("LmbReleased", 0);
else if (event.button.button == SDL_BUTTON_RIGHT)
PUSH_EVENT("RmbReleased", 0);
+ } else {
+ if (event.button.button == SDL_BUTTON_MIDDLE)
+ event.button.button = SDL_BUTTON_RIGHT;
+ else if (event.button.button == SDL_BUTTON_RIGHT)
+ event.button.button = SDL_BUTTON_MIDDLE;
+ rmlContext->ProcessMouseButtonUp(event.button.button - 1, rmlKeymods);
}
break;
}
+ case SDL_TEXTINPUT: {
+ rmlContext->ProcessTextInput(Rml::String(event.text.text));
+ break;
+ }
+
default:
break;
}
}
+ char* rawClipboard = SDL_GetClipboardText();
+ std::string clipboard = rawClipboard;
+ SDL_free(rawClipboard);
+
+ if (clipboard != rmlSystem->clipboard) {
+ rmlSystem->clipboard = clipboard;
+ }
+
+ rmlContext->Update();
+
+ if (clipboard != rmlSystem->clipboard) {
+ clipboard = rmlSystem->clipboard;
+ SDL_SetClipboardText(clipboard.c_str());
+ }
}
void Render::HandleMouseCapture() {
@@ -366,307 +416,8 @@ void Render::Update() {
void Render::RenderGui() {
OPTICK_EVENT();
- ImGui_ImplSdlGL3_NewFrame(window);
-
- if (isMouseCaptured) {
- auto& io = ImGui::GetIO();
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- }
-
- const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar |
- ImGuiWindowFlags_NoResize |
- ImGuiWindowFlags_NoMove |
- ImGuiWindowFlags_AlwaysAutoResize|
- ImGuiWindowFlags_NoSavedSettings;
-
- //ImGui::ShowTestWindow();
-
- ImGui::SetNextWindowPos(ImVec2(10, 10));
- ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags);
- ImGui::Text("Debug Info:");
- ImGui::Separator();
- ImGui::Text("State: %s", stateString.c_str());
- ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate);
- float gameTime = DebugInfo::gameThreadTime / 100.0f;
- if (world) {
- Entity *playerPtr = GetGameState()->GetPlayer();
- SelectionStatus selectionStatus = GetGameState()->GetSelectionStatus();
- const World *worldPtr = &GetGameState()->GetWorld();
-
- ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime);
- ImGui::Text("Sections loaded: %d", (int) DebugInfo::totalSections);
- ImGui::Text(
- "SectionsRenderer: %d (%d)",
- (int) DebugInfo::renderSections,(int) DebugInfo::readyRenderer);
-
- ImGui::Text(
- "Culled sections: %d",
- (int) DebugInfo::renderSections - world->culledSections);
-
- ImGui::Text(
- "Rendered faces: %d",
- (int)DebugInfo::renderFaces);
-
- ImGui::Text(
- "Player pos: %.1f %.1f %.1f OnGround=%d",
- playerPtr->pos.x,
- playerPtr->pos.y,
- playerPtr->pos.z,
- playerPtr->onGround);
-
- ImGui::Text(
- "Player block pos: %d %d %d in %d %d %d",
- (int)(playerPtr->pos.x - std::floor(playerPtr->pos.x / 16.0) * 16),
- (int)(playerPtr->pos.y - std::floor(playerPtr->pos.y / 16.0) * 16),
- (int)(playerPtr->pos.z - std::floor(playerPtr->pos.z / 16.0) * 16),
-
- (int)std::floor(playerPtr->pos.x / 16.0),
- (int)std::floor(playerPtr->pos.y / 16.0),
- (int)std::floor(playerPtr->pos.z / 16.0));
-
- ImGui::Text(
- "Player vel: %.1f %.1f %.1f",
- playerPtr->vel.x,
- playerPtr->vel.y,
- playerPtr->vel.z);
-
- ImGui::Text(
- "Player health: %.1f/%.1f",
- GetGameState()->GetPlayerStatus().health, 20.0f);
-
- ImGui::Text(
- "Selected block: %d %d %d : %.1f",
- selectionStatus.selectedBlock.x,
- selectionStatus.selectedBlock.y,
- selectionStatus.selectedBlock.z,
- selectionStatus.distanceToSelectedBlock);
-
- ImGui::Text("Selected block light: %d (%d)",
- worldPtr->GetBlockLight(selectionStatus.selectedBlock),
- worldPtr->GetBlockSkyLight(selectionStatus.selectedBlock));
-
- ImGui::Text("Selected block id: %d:%d (%s)",
- worldPtr->GetBlockId(selectionStatus.selectedBlock).id,
- worldPtr->GetBlockId(selectionStatus.selectedBlock).state,
- AssetManager::GetAssetNameByBlockId(BlockId{ worldPtr->GetBlockId(selectionStatus.selectedBlock).id,0 }).c_str());
-
- ImGui::Text("Selected block variant: %s:%s",
- GetBlockInfo(worldPtr->GetBlockId(selectionStatus.selectedBlock)).blockstate.c_str(),
- GetBlockInfo(worldPtr->GetBlockId(selectionStatus.selectedBlock)).variant.c_str());
- }
- ImGui::End();
-
-
- switch (GetState()) {
- case State::MainMenu: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Menu", 0, windowFlags);
- if (ImGui::Button("Connect")) {
- std::string addr(fieldServerAddr);
- size_t index = addr.find_last_of(':');
- unsigned short port;
- if (index == std::string::npos)
- port = 25565;
- else {
- try {
- port = std::stoi(addr.substr(index + 1));
- } catch (std::exception &e) {
- port = 25565;
- }
- }
- PUSH_EVENT("ConnectToServer", std::make_tuple(addr.substr(0, index), port, std::string(fieldUsername)));
- }
- ImGui::InputText("Username", fieldUsername, 512);
- ImGui::InputText("Address", fieldServerAddr, 512);
- ImGui::Separator();
- if (ImGui::Button("Exit"))
- PUSH_EVENT("Exit",0);
- ImGui::End();
- break;
- }
- case State::Loading:
- break;
-
- case State::Chat: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Chat", 0, windowFlags);
- for (const auto& msg : chatMessages) {
- ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,1,1));
- ImGui::TextWrapped("%s", msg.c_str());
- ImGui::PopStyleColor();
- }
- static char buff[256];
- ImGui::InputText("", buff, 256);
- ImGui::SameLine();
- if (ImGui::Button("Send")) {
- PUSH_EVENT("SendChatMessage", std::string(buff));
- }
- ImGui::End();
- break;
- }
-
- case State::Inventory: {
- auto renderSlot = [](const SlotDataType &slot, int i) -> bool {
- return ImGui::Button(((slot.BlockId == -1 ? " ##" :
- AssetManager::GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##")
- + std::to_string(i)).c_str());
- };
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Inventory", 0, windowFlags);
- const Window& inventory = GetGameState()->GetInventory();
- //Hand and drop slots
- if (renderSlot(inventory.handSlot, -1)) {
-
- }
- ImGui::SameLine();
- if (ImGui::Button("Drop")) {
- //inventory.MakeClick(-1, true, true);
- }
- ImGui::SameLine();
- ImGui::Text("Hand slot and drop mode");
- ImGui::Separator();
- //Crafting
- if (renderSlot(inventory.slots[1], 1)) {
- //inventory.MakeClick(1, true);
- }
- ImGui::SameLine();
- if (renderSlot(inventory.slots[2], 2)) {
- //inventory.MakeClick(2, true);
- }
- //Crafting result
- ImGui::SameLine();
- ImGui::Text("Result");
- ImGui::SameLine();
- if (renderSlot(inventory.slots[0], 0)) {
- //inventory.MakeClick(0, true);
- }
- //Crafting second line
- if (renderSlot(inventory.slots[3], 3)) {
- //inventory.MakeClick(3, true);
- }
- ImGui::SameLine();
- if (renderSlot(inventory.slots[4], 4)) {
- //inventory.MakeClick(4, true);
- }
- ImGui::Separator();
- //Armor and offhand
- for (int i = 5; i < 8 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- //inventory.MakeClick(i, true);
- }
- ImGui::SameLine();
- }
- if (renderSlot(inventory.slots[45], 45)) {
- //inventory.MakeClick(45, true);
- }
- ImGui::SameLine();
- ImGui::Text("Armor and offhand");
- ImGui::Separator();
- for (int i = 36; i < 44 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- //inventory.MakeClick(i, true);
- }
- ImGui::SameLine();
- }
- ImGui::Text("Hotbar");
- ImGui::Separator();
- ImGui::Text("Main inventory");
- for (int i = 9; i < 17 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- //inventory.MakeClick(i, true);
- }
- ImGui::SameLine();
- }
- ImGui::Text("");
- for (int i = 18; i < 26 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- //inventory.MakeClick(i, true);
- }
- ImGui::SameLine();
- }
- ImGui::Text("");
- for (int i = 27; i < 35 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- //inventory.MakeClick(i, true);
- }
- ImGui::SameLine();
- }
- ImGui::End();
-
- break;
- }
-
- case State::Paused: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Pause Menu", 0, windowFlags);
- if (ImGui::Button("Continue")) {
- SetState(State::Playing);
- }
- ImGui::Separator();
-
- ImGui::SliderFloat("Render distance", &fieldDistance, 1.0f, 16.0f);
-
- ImGui::SliderFloat("Brightness", &fieldBrightness, 0.0f, 1.0f);
-
- ImGui::SliderFloat("Sensetivity", &fieldSensetivity, 0.01f, 1.0f);
-
- ImGui::SliderFloat("Target FPS", &fieldTargetFps, 1.0f, 300.0f);
-
- ImGui::SliderFloat("Resolution scale", &fieldResolutionScale, 0.1f, 2.0f);
-
- ImGui::Checkbox("Wireframe", &fieldWireframe);
-
- ImGui::Checkbox("VSync", &fieldVsync);
-
- ImGui::Checkbox("Creative flight", &fieldFlight);
-
- if (ImGui::Button("Apply settings")) {
- if (fieldDistance != world->MaxRenderingDistance) {
- world->MaxRenderingDistance = fieldDistance;
- PUSH_EVENT("UpdateSectionsRender", 0);
- }
-
- if (fieldSensetivity != sensetivity)
- sensetivity = fieldSensetivity;
-
- GetGameState()->GetPlayer()->isFlying = fieldFlight;
-
- isWireframe = fieldWireframe;
- GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / fieldTargetFps * 1000.0));
- if (fieldVsync) {
- GetTime()->SetDelayLength(std::chrono::milliseconds(0));
- SDL_GL_SetSwapInterval(1);
- } else
- SDL_GL_SetSwapInterval(0);
-
- PUSH_EVENT("SetMinLightLevel", fieldBrightness);
-
- int width, height;
- SDL_GL_GetDrawableSize(window, &width, &height);
- framebuffer->Resize(width * fieldResolutionScale, height * fieldResolutionScale);
- }
- ImGui::Separator();
-
- if (ImGui::Button("Disconnect")) {
- PUSH_EVENT("Disconnect", std::string("Disconnected by user"));
- }
- ImGui::End();
- break;
- }
-
- case State::InitialLoading:
- break;
-
- case State::Playing: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("",0,windowFlags);
- ImGui::End();
- break;
- }
- }
-
- ImGui::Render();
+ rmlContext->Render();
}
void Render::InitEvents() {
@@ -677,7 +428,7 @@ void Render::InitEvents() {
listener.RegisterHandler("PlayerConnected", [this](const Event&) {
stateString = "Loading terrain...";
world = std::make_unique<RendererWorld>();
- world->MaxRenderingDistance = fieldDistance;
+ world->MaxRenderingDistance = Settings::ReadDouble("renderDistance", 2.0f);
PUSH_EVENT("UpdateSectionsRender", 0);
});
@@ -685,9 +436,9 @@ void Render::InitEvents() {
stateString = "Playing";
renderWorld = true;
SetState(State::Playing);
- glClearColor(0, 0, 0, 1.0f);
- GetGameState()->GetPlayer()->isFlying = this->fieldFlight;
- PUSH_EVENT("SetMinLightLevel", fieldBrightness);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ GetGameState()->GetPlayer()->isFlying = Settings::ReadBool("flight", false);
+ PUSH_EVENT("SetMinLightLevel", (float)Settings::ReadDouble("brightness", 0.2f));
});
listener.RegisterHandler("ConnectionFailed", [this](const Event& eventData) {
@@ -695,7 +446,7 @@ void Render::InitEvents() {
renderWorld = false;
world.reset();
SetState(State::MainMenu);
- glClearColor(0.8, 0.8, 0.8, 1.0f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
});
listener.RegisterHandler("Disconnected", [this](const Event& eventData) {
@@ -703,7 +454,7 @@ void Render::InitEvents() {
renderWorld = false;
world.reset();
SetState(State::MainMenu);
- glClearColor(0.8, 0.8, 0.8, 1.0f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
});
listener.RegisterHandler("Connecting", [this](const Event&) {
@@ -749,4 +500,67 @@ void Render::InitEvents() {
break;
}
});
+
+ listener.RegisterHandler("SettingsUpdate", [this](const Event& eventData) {
+ if (world) {
+ float renderDistance = Settings::ReadDouble("renderDistance", 2.0f);
+ if (renderDistance != world->MaxRenderingDistance) {
+ world->MaxRenderingDistance = renderDistance;
+ PUSH_EVENT("UpdateSectionsRender", 0);
+ }
+ }
+
+
+ float mouseSensetivity = Settings::ReadDouble("mouseSensetivity", 0.1f);
+ if (mouseSensetivity != sensetivity)
+ sensetivity = mouseSensetivity;
+
+ if (GetGameState()) {
+ bool flight = Settings::ReadBool("flight", false);
+ GetGameState()->GetPlayer()->isFlying = flight;
+ }
+
+ bool wireframe = Settings::ReadBool("wireframe", false);
+ isWireframe = wireframe;
+
+ float targetFps = Settings::ReadDouble("targetFps", 60.0f);
+ GetTime()->SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / targetFps * 1000.0));
+
+ bool vsync = Settings::ReadBool("vsync", false);
+ if (vsync) {
+ GetTime()->SetDelayLength(std::chrono::milliseconds(0));
+ SDL_GL_SetSwapInterval(1);
+ }
+ else
+ SDL_GL_SetSwapInterval(0);
+
+ float brightness = Settings::ReadDouble("brightness", 0.2f);
+ PUSH_EVENT("SetMinLightLevel", brightness);
+
+ float resolutionScale = Settings::ReadDouble("resolutionScale", 1.0f);
+ int width, height;
+ SDL_GL_GetDrawableSize(window, &width, &height);
+ framebuffer->Resize(width * resolutionScale, height * resolutionScale);
+ });
+}
+
+void Render::InitRml() {
+ LOG(INFO) << "Initializing Rml";
+
+ rmlSystem = std::make_unique<RmlSystemInterface>();
+ Rml::SetSystemInterface(rmlSystem.get());
+
+ rmlRender = std::make_unique<RmlRenderInterface>(renderState);
+ Rml::SetRenderInterface(rmlRender.get());
+ rmlRender->Update(renderState.WindowWidth, renderState.WindowHeight);
+
+ rmlFile = std::make_unique<RmlFileInterface>();
+ Rml::SetFileInterface(rmlFile.get());
+
+ if (!Rml::Initialise())
+ LOG(WARNING) << "Rml not initialized";
+
+ Rml::Lua::Initialise(PluginSystem::GetLuaState());
+
+ rmlContext = Rml::CreateContext("default", Rml::Vector2i(renderState.WindowWidth, renderState.WindowHeight));
}
diff --git a/src/Render.hpp b/src/Render.hpp
index 8e2e233..4f993c3 100644
--- a/src/Render.hpp
+++ b/src/Render.hpp
@@ -13,6 +13,13 @@
class RendererWorld;
class Framebuffer;
+class RmlRenderInterface;
+class RmlSystemInterface;
+class RmlFileInterface;
+namespace Rml
+{
+ class Context;
+}
class Render {
SDL_Window *window;
@@ -33,16 +40,11 @@ class Render {
std::vector<std::string> chatMessages;
EventListener listener;
std::string stateString;
- char fieldUsername[512];
- char fieldServerAddr[512];
- float fieldDistance;
- float fieldSensetivity;
- float fieldTargetFps;
- bool fieldWireframe;
- bool fieldVsync;
- bool fieldFlight;
- float fieldBrightness;
- float fieldResolutionScale;
+ std::unique_ptr<RmlRenderInterface> rmlRender;
+ std::unique_ptr<RmlSystemInterface> rmlSystem;
+ std::unique_ptr<RmlFileInterface> rmlFile;
+ Rml::Context* rmlContext;
+ unsigned short sdlKeyMods = 0;
void SetMouseCapture(bool IsCaptured);
@@ -64,6 +66,8 @@ class Render {
void InitEvents();
+ void InitRml();
+
public:
Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle);
~Render();
diff --git a/src/Rml.cpp b/src/Rml.cpp
new file mode 100644
index 0000000..6ed83c1
--- /dev/null
+++ b/src/Rml.cpp
@@ -0,0 +1,210 @@
+#include "Rml.hpp"
+
+#include <easylogging++.h>
+
+#include "AssetManager.hpp"
+#include "Shader.hpp"
+#include "Utility.hpp"
+
+double RmlSystemInterface::GetElapsedTime() {
+ return totalTime;
+}
+
+bool RmlSystemInterface::LogMessage(Rml::Log::Type type, const Rml::String& message) {
+ switch (type) {
+ case Rml::Log::Type::LT_ALWAYS:
+ LOG(ERROR) << message;
+ break;
+ case Rml::Log::Type::LT_ERROR:
+ LOG(ERROR) << message;
+ break;
+ case Rml::Log::Type::LT_ASSERT:
+ LOG(ERROR) << message;
+ break;
+ case Rml::Log::Type::LT_WARNING:
+ LOG(WARNING) << message;
+ break;
+ case Rml::Log::Type::LT_INFO:
+ LOG(INFO) << message;
+ break;
+ case Rml::Log::Type::LT_DEBUG:
+ LOG(DEBUG) << message;
+ break;
+ case Rml::Log::Type::LT_MAX:
+ LOG(DEBUG) << message;
+ break;
+ }
+ return true;
+}
+
+void RmlSystemInterface::SetClipboardText(const Rml::String& text) {
+ clipboard = text;
+}
+
+void RmlSystemInterface::GetClipboardText(Rml::String& text) {
+ text = clipboard;
+}
+
+RmlRenderInterface::RmlRenderInterface(RenderState& renderState) : State(&renderState) {
+ glGenVertexArrays(1, &Vao);
+ glBindVertexArray(Vao);
+ glCheckError();
+
+ glGenBuffers(1, &Ebo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STREAM_DRAW);
+ glCheckError();
+
+ glGenBuffers(1, &Vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo);
+ glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STREAM_DRAW);
+ glCheckError();
+
+ {
+ //Vertex position (2 float)
+ GLuint PosAttribPos = 0;
+ glVertexAttribPointer(PosAttribPos, 2, GL_FLOAT, GL_FALSE, 20, (void*)0);
+ glEnableVertexAttribArray(PosAttribPos);
+
+ //Vertex colour (4 uint8 RGBA)
+ GLuint ColAttribPos = 1;
+ glVertexAttribIPointer(ColAttribPos, 4, GL_UNSIGNED_BYTE, 20, (void*)8);
+ glEnableVertexAttribArray(ColAttribPos);
+
+ //Vertex tex_coord (2 float)
+ GLuint TexAttribPos = 2;
+ glVertexAttribPointer(TexAttribPos, 2, GL_FLOAT, GL_FALSE, 20, (void*)12);
+ glEnableVertexAttribArray(TexAttribPos);
+ }
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glCheckError();
+}
+
+RmlRenderInterface::~RmlRenderInterface() {
+ glDeleteVertexArrays(1, &Vao);
+ glDeleteBuffers(1, &Vbo);
+ glDeleteBuffers(1, &Ebo);
+ glCheckError();
+}
+
+void RmlRenderInterface::RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture, const Rml::Vector2f& translation) {
+ if (texture) {
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->Activate();
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->SetUniform("translation", glm::vec2(translation.x, translation.y));
+ glBindTexture(GL_TEXTURE_2D, texture);
+ } else {
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->Activate();
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->SetUniform("translation", glm::vec2(translation.x, translation.y));
+ }
+ glCheckError();
+
+ glBindVertexArray(Vao);
+ glCheckError();
+
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo);
+ glBufferData(GL_ARRAY_BUFFER, num_vertices * sizeof(Rml::Vertex), vertices, GL_STREAM_DRAW);
+ glCheckError();
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, num_indices * sizeof(int), indices, GL_STREAM_DRAW);
+ glCheckError();
+
+ glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, 0);
+ glCheckError();
+ glBindVertexArray(0);
+}
+
+void RmlRenderInterface::EnableScissorRegion(bool enable) {
+
+}
+
+void RmlRenderInterface::SetScissorRegion(int x, int y, int width, int height) {
+
+}
+
+bool RmlRenderInterface::LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) {
+ return false;
+}
+
+bool RmlRenderInterface::GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) {
+ int mipLevelCount = 1;
+ glActiveTexture(GL_TEXTURE0);
+ GLuint texture;
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glCheckError();
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, source);
+ glCheckError();
+
+ texture_handle = texture;
+ return true;
+}
+
+void RmlRenderInterface::ReleaseTexture(Rml::TextureHandle texture) {
+ GLuint textures = texture;
+ glDeleteTextures(1, &textures);
+ glCheckError();
+}
+
+void RmlRenderInterface::Update(unsigned int windowWidth, unsigned int windowHeight) {
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->Activate();
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rml")->shader->SetUniform("viewportSize", windowWidth, windowHeight);
+ glCheckError();
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->Activate();
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->SetUniform("viewportSize", windowWidth, windowHeight);
+ AssetManager::GetAsset<AssetShader>("/altcraft/shaders/rmltex")->shader->SetUniform("fontTexture", 0);
+ glCheckError();
+}
+
+Rml::FileHandle RmlFileInterface::Open(const Rml::String& path) {
+ Rml::FileHandle fileId = handles.rbegin() != handles.rend() ? handles.rbegin()->first + 1 : 1;
+ while (handles.find(fileId) != handles.end())
+ fileId++;
+
+ AssetHandle handle;
+ handle.fileName = path;
+ std::string assetName = path;
+ if (*assetName.begin() != '/')
+ assetName = "/" + assetName;
+ handle.assetPtr = AssetManager::GetAssetByAssetName(assetName);
+ handle.filePos = 0;
+
+ if (handle.assetPtr != nullptr)
+ handles.insert(std::make_pair(fileId, handle));
+ else
+ fileId = 0;
+ return fileId;
+}
+
+void RmlFileInterface::Close(Rml::FileHandle file) {
+ handles.erase(file);
+}
+
+size_t RmlFileInterface::Read(void* buffer, size_t size, Rml::FileHandle file) {
+ size_t readed = 0;
+ readed = _min((size_t)(handles[file].assetPtr->data.size() - handles[file].filePos), size);
+ std::memcpy(buffer, handles[file].assetPtr->data.data() + handles[file].filePos, readed);
+ handles[file].filePos += readed;
+ return readed;
+}
+
+bool RmlFileInterface::Seek(Rml::FileHandle file, long offset, int origin) {
+ unsigned long long base = 0;
+ if (origin == SEEK_CUR)
+ base = handles[file].filePos;
+ else if (origin == SEEK_END)
+ base = handles[file].assetPtr->data.size();
+ handles[file].filePos = base + offset;
+ return true;
+}
+
+size_t RmlFileInterface::Tell(Rml::FileHandle file) {
+ return handles[file].filePos;
+}
diff --git a/src/Rml.hpp b/src/Rml.hpp
new file mode 100644
index 0000000..6e4d857
--- /dev/null
+++ b/src/Rml.hpp
@@ -0,0 +1,86 @@
+#pragma once
+
+#include <map>
+
+#include <RmlUi/Core/SystemInterface.h>
+#include <RmlUi/Core/RenderInterface.h>
+#include <RmlUi/Core/FileInterface.h>
+
+#include "Renderer.hpp"
+
+class AssetTreeNode;
+
+class RmlSystemInterface : public Rml::SystemInterface {
+ double totalTime;
+public:
+
+ virtual double GetElapsedTime() override;
+
+ virtual bool LogMessage(Rml::Log::Type type, const Rml::String& message) override;
+
+ virtual void SetClipboardText(const Rml::String& text) override;
+
+ virtual void GetClipboardText(Rml::String& text) override;
+
+ inline void Update(double timeToUpdate) {
+ totalTime += timeToUpdate;
+ }
+
+ std::string clipboard;
+};
+
+class RmlRenderInterface : public Rml::RenderInterface {
+ RenderState* State;
+
+ GLuint Vao, Vbo, Ebo;
+
+public:
+
+ RmlRenderInterface(RenderState &renderState);
+
+ RmlRenderInterface(const RmlRenderInterface&) = delete;
+
+ RmlRenderInterface(RmlRenderInterface&&) = delete;
+
+ RmlRenderInterface& operator=(const RmlRenderInterface&) = delete;
+
+ RmlRenderInterface& operator=(RmlRenderInterface&&) = delete;
+
+ ~RmlRenderInterface();
+
+ virtual void RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture, const Rml::Vector2f& translation) override;
+
+ virtual void EnableScissorRegion(bool enable) override;
+
+ virtual void SetScissorRegion(int x, int y, int width, int height) override;
+
+ virtual bool LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) override;
+
+ virtual bool GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) override;
+
+ virtual void ReleaseTexture(Rml::TextureHandle texture) override;
+
+ void Update(unsigned int windowWidth, unsigned int windowHeight);
+
+};
+
+class RmlFileInterface : public Rml::FileInterface {
+ struct AssetHandle {
+ std::string fileName;
+ unsigned long long filePos;
+ AssetTreeNode* assetPtr;
+ };
+ std::map<Rml::FileHandle, AssetHandle> handles;
+public:
+
+ virtual Rml::FileHandle Open(const Rml::String& path) override;
+
+ virtual void Close(Rml::FileHandle file) override;
+
+ virtual size_t Read(void* buffer, size_t size, Rml::FileHandle file) override;
+
+ virtual bool Seek(Rml::FileHandle file, long offset, int origin) override;
+
+ virtual size_t Tell(Rml::FileHandle file) override;
+
+};
diff --git a/src/Shader.hpp b/src/Shader.hpp
index 8e1ce9e..6b3220d 100644
--- a/src/Shader.hpp
+++ b/src/Shader.hpp
@@ -26,10 +26,18 @@ public:
void Activate();
+ inline void SetUniform(const std::string& name, unsigned int val, unsigned int val2) {
+ glUniform2ui(GetUniformLocation(name), val, val2);
+ }
+
inline void SetUniform(const std::string &name, int val) {
glUniform1i(GetUniformLocation(name), val);
}
+ inline void SetUniform(const std::string& name, int val, int val2) {
+ glUniform2i(GetUniformLocation(name), val, val2);
+ }
+
inline void SetUniform(const std::string &name, float val) {
glUniform1f(GetUniformLocation(name), val);
}
diff --git a/src/imgui_impl_sdl_gl3.cpp b/src/imgui_impl_sdl_gl3.cpp
deleted file mode 100644
index 9833b12..0000000
--- a/src/imgui_impl_sdl_gl3.cpp
+++ /dev/null
@@ -1,401 +0,0 @@
-// ImGui SDL2 binding with OpenGL3
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-#include "imgui.h"
-#include "imgui_impl_sdl_gl3.h"
-
-// SDL,GL3W
-#include <SDL.h>
-#include <SDL_syswm.h>
-#include <GL/glew.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
-
-// Data
-static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static float g_MouseWheel = 0.0f;
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
-// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
-{
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
-
- // Backup GL state
- GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
- glActiveTexture(GL_TEXTURE0);
- GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
- GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
- GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
- GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
- GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
- GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
- GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
- GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
- GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
- GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
- GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
- GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
- GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
-
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- // Setup viewport, orthographic projection matrix
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- const float ortho_projection[4][4] =
- {
- { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- {-1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindVertexArray(g_VaoHandle);
- glBindSampler(0, 0); // Rely on combined texture/sampler state.
-
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawIdx* idx_buffer_offset = 0;
-
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
- }
- idx_buffer_offset += pcmd->ElemCount;
- }
- }
-
- // Restore modified GL state
- glUseProgram(last_program);
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glBindSampler(0, last_sampler);
- glActiveTexture(last_active_texture);
- glBindVertexArray(last_vertex_array);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
- glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
- glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
- if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
- if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
- if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
- if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
- glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
-}
-
-static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
-{
- return SDL_GetClipboardText();
-}
-
-static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
-{
- SDL_SetClipboardText(text);
-}
-
-bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
-{
- ImGuiIO& io = ImGui::GetIO();
- switch (event->type)
- {
- case SDL_MOUSEWHEEL:
- {
- if (event->wheel.y > 0)
- g_MouseWheel = 1;
- if (event->wheel.y < 0)
- g_MouseWheel = -1;
- return true;
- }
- case SDL_MOUSEBUTTONDOWN:
- {
- if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
- if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
- if (event->button.button == SDL_BUTTON_MIDDLE) g_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.sym & ~SDLK_SCANCODE_MASK;
- 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);
- io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
- return true;
- }
- }
- return false;
-}
-
-void ImGui_ImplSdlGL3_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
-
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-}
-
-bool ImGui_ImplSdlGL3_CreateDeviceObjects()
-{
- // Backup GL state
- GLint last_texture, last_array_buffer, last_vertex_array;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
-
- const GLchar *vertex_shader =
- "#version 330\n"
- "uniform mat4 ProjMtx;\n"
- "in vec2 Position;\n"
- "in vec2 UV;\n"
- "in vec4 Color;\n"
- "out vec2 Frag_UV;\n"
- "out vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
-
- const GLchar* fragment_shader =
- "#version 330\n"
- "uniform sampler2D Texture;\n"
- "in vec2 Frag_UV;\n"
- "in vec4 Frag_Color;\n"
- "out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
- "}\n";
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
- glCompileShader(g_VertHandle);
- glCompileShader(g_FragHandle);
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
- glGenBuffers(1, &g_ElementsHandle);
-
- glGenVertexArrays(1, &g_VaoHandle);
- glBindVertexArray(g_VaoHandle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
-
-#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
-#undef OFFSETOF
-
- ImGui_ImplSdlGL3_CreateFontsTexture();
-
- // Restore modified GL state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- glBindVertexArray(last_vertex_array);
-
- return true;
-}
-
-void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
-{
- if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
- if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
- if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
- g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
-
- if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
- if (g_VertHandle) glDeleteShader(g_VertHandle);
- g_VertHandle = 0;
-
- if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
- if (g_FragHandle) glDeleteShader(g_FragHandle);
- g_FragHandle = 0;
-
- if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
- g_ShaderHandle = 0;
-
- if (g_FontTexture)
- {
- glDeleteTextures(1, &g_FontTexture);
- ImGui::GetIO().Fonts->TexID = 0;
- g_FontTexture = 0;
- }
-}
-
-bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
-{
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- 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_Delete] = SDLK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = SDLK_a;
- io.KeyMap[ImGuiKey_C] = SDLK_c;
- io.KeyMap[ImGuiKey_V] = SDLK_v;
- io.KeyMap[ImGuiKey_X] = SDLK_x;
- io.KeyMap[ImGuiKey_Y] = SDLK_y;
- io.KeyMap[ImGuiKey_Z] = SDLK_z;
-
- io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
- io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
- io.ClipboardUserData = NULL;
-
-#ifdef _WIN32
- SDL_SysWMinfo wmInfo;
- SDL_VERSION(&wmInfo.version);
- SDL_GetWindowWMInfo(window, &wmInfo);
- io.ImeWindowHandle = wmInfo.info.win.window;
-#else
- (void)window;
-#endif
-
- return true;
-}
-
-void ImGui_ImplSdlGL3_Shutdown()
-{
- ImGui_ImplSdlGL3_InvalidateDeviceObjects();
- ImGui::Shutdown();
-}
-
-void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
-{
- if (!g_FontTexture)
- ImGui_ImplSdlGL3_CreateDeviceObjects();
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- SDL_GetWindowSize(window, &w, &h);
- SDL_GL_GetDrawableSize(window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
-
- // Setup time step
- Uint32 time = SDL_GetTicks();
- double current_time = time / 1000.0;
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
- g_Time = current_time;
-
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
- int mx, my;
- Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
- if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
- io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- else
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
-
- io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
- io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
- g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
-
- io.MouseWheel = g_MouseWheel;
- g_MouseWheel = 0.0f;
-
- // Hide OS mouse cursor if ImGui is drawing it
- SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
-
- // Start the frame
- ImGui::NewFrame();
-}
diff --git a/src/imgui_impl_sdl_gl3.h b/src/imgui_impl_sdl_gl3.h
deleted file mode 100644
index 99abd40..0000000
--- a/src/imgui_impl_sdl_gl3.h
+++ /dev/null
@@ -1,19 +0,0 @@
-// ImGui SDL2 binding with OpenGL3
-// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-struct SDL_Window;
-typedef union SDL_Event SDL_Event;
-
-IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
-IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
-IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
-IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();