From 035f031195e3fc37046c2c33bee4da71e0a085c6 Mon Sep 17 00:00:00 2001 From: lachrymaLF Date: Tue, 18 Jun 2024 20:53:19 -0400 Subject: [PATCH] okayish --- Keishiki/PlugboardNodes.cpp | 10 +- Keishiki/UI.cpp | 247 +++++++----- Keishiki/ext/imgui_impl_sdl2.cpp | 645 ------------------------------ Keishiki/include/Graphics.h | 2 +- Keishiki/include/PlugboardNodes.h | 9 +- 5 files changed, 171 insertions(+), 742 deletions(-) delete mode 100644 Keishiki/ext/imgui_impl_sdl2.cpp diff --git a/Keishiki/PlugboardNodes.cpp b/Keishiki/PlugboardNodes.cpp index 3e9842e..1daa201 100644 --- a/Keishiki/PlugboardNodes.cpp +++ b/Keishiki/PlugboardNodes.cpp @@ -458,9 +458,11 @@ namespace K::PlugboardNodes { }; PlugboardGraph::T_Map::type FetchChain(const CompState& s, const PlugboardGraph::NodeInstance& n, Vector *show_nodes) { - u32 frame = GetNodeInputArg(s, n, 0, show_nodes); + i32 frame = static_cast(GetNodeInputArg(s, n, 0, show_nodes)); + + auto& [chain, _] = *std::any_cast(&n.extra); + auto& v = chain.segments; - auto& [v, _] = *std::any_cast(&n.extra); if (v.empty()) return 0.0f; if (v.back().frame <= frame) @@ -469,11 +471,11 @@ namespace K::PlugboardNodes { return v.front().value; auto nit = std::upper_bound(v.cbegin(), v.cend(), frame, - [](u32 a, const PlugboardNodes::ChainSegment& b) { + [](i32 a, const PlugboardNodes::ChainSegment& b) { return a < b.frame; }), it = std::prev(nit); - u32 x1 = it->frame, x2 = nit->frame; + i32 x1 = it->frame, x2 = nit->frame; f32 t = static_cast(frame - x1) / static_cast(x2 - x1); f32 normalized_val = EvalInterpolation(t, it->interp); diff --git a/Keishiki/UI.cpp b/Keishiki/UI.cpp index 5870711..1ef884a 100644 --- a/Keishiki/UI.cpp +++ b/Keishiki/UI.cpp @@ -294,7 +294,7 @@ namespace K::UI { stat = true; } if (ImGui::IsItemActive()) { - n.pos = n.old_pos + (io.MousePos - io.MouseClickedPos[0]); + n.pos = n.old_pos + ImGui::GetMouseDragDelta(); } ImGui::TableNextColumn(); @@ -390,12 +390,12 @@ namespace K::UI { ImGui::End(); } - constexpr bool TimelineFrameInView(f32 view_left, f32 view_right, u64 frame, u64 frame_max) { + constexpr bool TimelineFrameInView(f32 view_left, f32 view_right, i64 frame, u64 frame_max) { f32 p = static_cast(frame) / static_cast(frame_max + 1); return p >= view_left && p < view_right; } - constexpr f32 TimelineFrameToScreenView(f32 view_left, f32 view_amt, f32 view_width, u64 frame, u64 frame_max) { + constexpr f32 TimelineFrameToScreenView(f32 view_left, f32 view_amt, f32 view_width, i64 frame, u64 frame_max) { return (static_cast(frame) / static_cast(frame_max + 1) - view_left) / view_amt * view_width; } @@ -515,7 +515,7 @@ namespace K::UI { old_view_pos = view_pos; } if (ImGui::IsItemActive()) { - view_pos = old_view_pos + (io.MousePos - io.MouseClickedPos[0]); + view_pos = old_view_pos + ImGui::GetMouseDragDelta(); } u32 i = 0; @@ -636,9 +636,6 @@ namespace K::UI { view_amt = view_right - view_left; mouse_tl_x = io.MousePos.x - tl_init_pos.x; - f32 delta_x = - (std::clamp(io.MousePos.x, control_left, control_right) - io.MouseClickedPos[0].x) / view_width; - ImGui::SetCursorScreenPos({tl_init_pos.x - knob_width / 2.0f + view_width * view_left, tl_init_pos.y}); ImGui::InvisibleButton("##TL_L", ImVec2{knob_width, view_height}); if (ImGui::IsItemHovered()) { @@ -648,7 +645,7 @@ namespace K::UI { view_left_old = view_left; } if (ImGui::IsItemActive()) { - view_left = std::clamp(view_left_old + delta_x, 0.0f, view_right); + view_left = std::clamp(view_left_old + ImGui::GetMouseDragDelta().x / tl_width * view_amt, 0.0f, view_right - 2.0f / static_cast(s.frame_max)); } ImGui::SameLine(); @@ -661,7 +658,7 @@ namespace K::UI { view_right_old = view_right; } if (ImGui::IsItemActive()) { - view_left = std::clamp(view_left_old + delta_x, 0.0f, 1.0f - view_amt); + view_left = std::clamp(view_left_old + ImGui::GetMouseDragDelta().x / tl_width * view_amt, 0.0f, 1.0f - view_amt); view_right = view_left + view_amt; } ImGui::SameLine(); @@ -673,7 +670,7 @@ namespace K::UI { view_right_old = view_right; } if (ImGui::IsItemActive()) { - view_right = std::clamp(view_right_old + delta_x, view_left, 1.0f); + view_right = std::clamp(view_right_old + ImGui::GetMouseDragDelta().x / tl_width * view_amt, view_left + 2.0f / static_cast(s.frame_max), 1.0f); } window->DrawList->AddRect({tl_init_pos.x - knob_width / 2.0f, tl_init_pos.y}, {tl_init_pos.x + knob_width / 2.0f, tl_init_pos.y + view_height}, @@ -728,6 +725,16 @@ namespace K::UI { tl_scroll_zoom(); i32 move_from = -1, move_to = -1; bool after{}; + + // KF dragging controls + static bool started_dragging = false, dragging = false; + if (started_dragging) { + dragging = true; + } + if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) { + dragging = false; + } + for (u32 i = 0; i < s.layers.size(); i++) { auto& current_layer = s.layers[i]; const bool selected = std::find(s.selected.begin(), s.selected.end(), i) != s.selected.end(), @@ -773,7 +780,7 @@ namespace K::UI { } if ((no_selection || !selected) && ImGui::BeginDragDropTarget()) { if (!no_selection) { - after = ImGui::GetMousePos().y - ImGui::GetWindowPos().y > + after = io.MousePos.y - ImGui::GetWindowPos().y > ImGui::GetCursorPosY() - row_height / 2.0f; if (after) ImGui::SetTooltip("After #%u %s", i, current_layer.name.c_str()); @@ -819,17 +826,21 @@ namespace K::UI { f32 init_y = ImGui::GetCursorScreenPos().y; - static f32 layer_bound_width = 5.0f; + const static f32 layer_bound_width = 5.0f; i32 l_in = TimelineFrameInView(view_left, view_right, current_layer.in, s.frame_max), l_out = TimelineFrameInView(view_left, view_right, current_layer.out, s.frame_max); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + TimelineFrameToScreenView(view_left, view_amt, view_width, current_layer.in, s.frame_max)); if (l_in) { + static f32 l_in_old; ImGui::PushStyleColor(ImGuiCol_Button, 0xFF666666); ImGui::Button("##Layer_L", {layer_bound_width, view_height}); + if (ImGui::IsItemClicked()) { + l_in_old = TimelineFrameToScreenView(view_left, view_amt, view_width, current_layer.in, s.frame_max); + } if (ImGui::IsItemHovered()) { ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); } if (ImGui::IsItemActive()) { - current_layer.in = std::min(TimelineScreenViewToFrame(view_left, view_amt, view_width, std::clamp(io.MousePos.x - tl_init_pos.x, 0.0f, view_width), s.frame_max), current_layer.out); + current_layer.in = std::min(TimelineScreenViewToFrame(view_left, view_amt, view_width, std::clamp(ImGui::GetMouseDragDelta().x + l_in_old, 0.0f, view_width), s.frame_max), current_layer.out); } ImGui::PopStyleColor(); ImGui::SameLine(0.0f, 0.0f); @@ -837,29 +848,31 @@ namespace K::UI { f32 in_pos = TimelineFrameToScreenView(view_left, view_amt, view_width, current_layer.in, s.frame_max); ImGui::PushID(0); ImGui::Button(current_layer.name.c_str(), {std::min(TimelineFrameToScreenView(view_left, view_amt, view_width, current_layer.out, s.frame_max) + fr_step, view_width) - in_pos - layer_bound_width * static_cast(l_in + l_out), view_height}); - static f32 layer_strip_drag_begin{}; static u32 in_old, out_old; if (ImGui::IsItemClicked()) { - layer_strip_drag_begin = io.MousePos.x; in_old = current_layer.in; out_old = current_layer.out; } if (ImGui::IsItemActive()) { - i32 off = static_cast(std::trunc((io.MousePos.x - layer_strip_drag_begin) / fr_step)); + i32 off = static_cast(std::trunc(ImGui::GetMouseDragDelta().x / fr_step)); off = std::max(-static_cast(in_old), off); current_layer.in = in_old + off; current_layer.out = out_old + off; } ImGui::PopID(); if (l_out) { + static f32 r_out_old; ImGui::SameLine(0.0f, 0.0f); ImGui::PushStyleColor(ImGuiCol_Button, 0xFF666666); ImGui::Button("##Layer_R", {layer_bound_width, view_height}); + if (ImGui::IsItemClicked()) { + r_out_old = TimelineFrameToScreenView(view_left, view_amt, view_width, current_layer.out, s.frame_max); + } if (ImGui::IsItemHovered()) { ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); } if (ImGui::IsItemActive()) { - current_layer.out = std::max(TimelineScreenViewToFrame(view_left, view_amt, view_width, std::clamp(io.MousePos.x - tl_init_pos.x - fr_step, 0.0f, view_width), s.frame_max), current_layer.in); + current_layer.out = std::max(TimelineScreenViewToFrame(view_left, view_amt, view_width, std::clamp(ImGui::GetMouseDragDelta().x + r_out_old, 0.0f, view_width), s.frame_max), current_layer.in); } ImGui::PopStyleColor(); } @@ -867,7 +880,7 @@ namespace K::UI { ImGui::SetCursorScreenPos(ImVec2{tl_init_pos.x, init_y} - style.CellPadding); ImGui::InvisibleButton("##TL_BG", ImVec2{ view_width + style.CellPadding.x * 2, row_height + style.CellPadding.y}); if (ImGui::IsItemActive()) { - s.current_frame = TimelineScreenViewToFrame(view_left, view_amt, view_width, std::clamp(io.MousePos.x - tl_init_pos.x, 0.0f, view_width), s.frame_max); + s.current_frame = TimelineScreenViewToFrame(view_left, view_amt, view_width, std::clamp(mouse_tl_x, 0.0f, view_width), s.frame_max); } ImGui::PopStyleVar(3); @@ -894,11 +907,11 @@ namespace K::UI { } auto& connected_v = u.connection.p->inputs_fed[u.connection.index]; - std::visit([&u, &dragging_on_socket, &drag_source, &s, &style](auto &&arg) { + std::visit([&u, &dragging_on_socket, &drag_source, &s, &style, &io](auto &&arg) { using T = std::decay_t; if constexpr (std::is_same_v) { if (ImGui::IsItemActive()) - s.plugboard.links_pos[arg].sinks.push_back(ImGui::GetMousePos()); + s.plugboard.links_pos[arg].sinks.push_back(io.MousePos); else s.plugboard.links_pos[arg].sinks.push_back(ImGui::GetCursorScreenPos() + ImVec2{ImGui::GetFrameHeight() / 2, @@ -963,7 +976,7 @@ namespace K::UI { struct PlotInfo info { .begin = view_left * static_cast(s.frame_max + 1), .end = view_right * static_cast(s.frame_max + 1), - .samples = 50, + .samples = 200, .s = s, .connected_v = std::get<1>(connected_v) }; @@ -980,6 +993,9 @@ namespace K::UI { }, &info, info.samples); ImPlot::EndPlot(); } + else { + ImGui::TextUnformatted("Constant"); + } ImPlot::PopStyleColor(3); ImPlot::PopStyleVar(2); @@ -998,101 +1014,132 @@ namespace K::UI { ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_FramePadding); ImGui::TableSetColumnIndex(2); - auto& [m, m_sel] = *std::any_cast(&info.p->extra); - bool m_empty = m.empty(), m_has_before = !m_empty && m.begin()->frame >= s.current_frame; + + auto& [chain, chain_copy] = *std::any_cast(&info.p->extra); + bool m_empty = chain.segments.empty(), m_has_before = !m_empty && chain.segments.begin()->frame >= s.current_frame; ImGui::BeginDisabled(m_empty || m_has_before); - if (ImGui::Button("<")) - s.current_frame = std::prev(std::upper_bound(m.begin(), m.end(), s.current_frame, - [](u32 a, const PlugboardNodes::ChainSegment& b) { return a < b.frame; }))->frame; + if (ImGui::Button("<")) { + s.current_frame = std::prev(std::lower_bound(chain.segments.begin(), chain.segments.end(), + s.current_frame, + [](const PlugboardNodes::ChainSegment &a, i32 b) { + return a.frame < b; + }))->frame; + } ImGui::EndDisabled(); ImGui::SameLine(); f32 v = std::get::type>( - PlugboardGraph::Eval(s, info)), copy = v; - ImGui::DragFloat("##value", &v); - if (v != copy) { - auto l = std::lower_bound(m.begin(), m.end(), s.current_frame, - [](const PlugboardNodes::ChainSegment& a, u32 b) { return a.frame < b; }); - if (l != m.end() && l->frame == s.current_frame) + PlugboardGraph::Eval(s, info)); + if (ImGui::DragFloat("##value", &v)) { + auto l = std::lower_bound(chain.segments.begin(), chain.segments.end(), s.current_frame, + [](const PlugboardNodes::ChainSegment& a, i32 b) { return a.frame < b; }); + if (l != chain.segments.end() && l->frame == static_cast(s.current_frame)) l->value = v; - else - m.emplace(l, s.current_frame, v, PlugboardNodes::InterpolationExtra{ + else { + for (auto& sel : chain.selected) + if (sel >= std::distance(chain.segments.begin(), l)) + sel++; + chain.segments.emplace(l, s.current_frame, v, PlugboardNodes::InterpolationExtra{ m_has_before ? std::prev(l)->interp.interp : PlugboardNodes::K_I_Linear }); + } } ImGui::SameLine(); - ImGui::BeginDisabled(m_empty || m.back().frame <= s.current_frame); + ImGui::BeginDisabled(m_empty || chain.segments.back().frame <= s.current_frame); if (ImGui::Button(">")) - s.current_frame = std::upper_bound(m.begin(), m.end(), s.current_frame, - [](u32 a, const PlugboardNodes::ChainSegment& b) { return a < b.frame; })->frame; + s.current_frame = std::upper_bound(chain.segments.begin(), chain.segments.end(), s.current_frame, + [](i32 a, const PlugboardNodes::ChainSegment& b) { return a < b.frame; })->frame; ImGui::EndDisabled(); ImGui::TableSetColumnIndex(3); - ImGui::Text("%lu", m.size()); + ImGui::Text("%lu", chain.segments.size()); ImGui::TableSetColumnIndex(4); ImVec2 begin_tl = ImGui::GetCursorScreenPos(); - static Vector m_copy{}; - static u32 dragging{}; - static decltype(m)* drag_m = nullptr; - static i64 drag_og = -1; + if (started_dragging) + chain_copy = chain; - bool not_dragging = drag_m != &m || drag_og == -1; - if (!not_dragging) - m.clear(); - auto key_loop_target = not_dragging ? &m : &m_copy; - for (u32 ii = 0; ii < key_loop_target->size(); ii++) { - auto& [k, val, segment] = (*key_loop_target)[ii]; + const static f32 kf_tab_width = 6.0f; + auto key_loop_target = &chain; + if (dragging) { + chain.segments.clear(); + chain.selected.clear(); + key_loop_target = &chain_copy; + } + if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left) && !io.KeyCtrl) { + chain.selected.clear(); + } + for (u32 ii = 0; ii < key_loop_target->segments.size(); ii++) { + const auto& [k, val, segment] = (key_loop_target->segments)[ii]; ImGui::PushID(k); - if (!not_dragging && drag_og == k) - ImGui::SetCursorScreenPos( - {TimelineFrameToScreenView(view_left, view_amt, view_width, - dragging, - s.frame_max) + begin_tl.x - 2.5f, - begin_tl.y}); - else - ImGui::SetCursorScreenPos( - {TimelineFrameToScreenView(view_left, view_amt, view_width, k, - s.frame_max) + begin_tl.x - 2.5f, + auto sel_it = std::find(key_loop_target->selected.begin(), key_loop_target->selected.end(), ii); + bool is_sel = sel_it != key_loop_target->selected.end(); + + i32 frame = k; + if (dragging && is_sel) { + frame += static_cast(ImGui::GetMouseDragDelta().x / tl_width * view_amt * + static_cast(s.frame_max + 1)); + } + + ImGui::SetCursorScreenPos( + {TimelineFrameToScreenView(view_left, view_amt, view_width, frame, + s.frame_max) + begin_tl.x - kf_tab_width / 2.0f, begin_tl.y}); - ImGui::Selectable("k", std::find(m_sel.begin(), m_sel.end(), ii) != m_sel.end(), ImGuiSelectableFlags_None, {7.0f, row_height * .8f}); - if (!not_dragging) { - if (drag_og == k) { - m.emplace(std::lower_bound(m.begin(), m.end(), dragging, - [](const PlugboardNodes::ChainSegment& a, u32 b) { - return a.frame < b; - }), dragging, val, segment); - if (ImGui::IsItemActive()) { - dragging = TimelineScreenViewToFrame(view_left, view_amt, view_width, - std::clamp(io.MousePos.x - - tl_init_pos.x, 0.0f, - view_width), - s.frame_max); + ImGui::Button(is_sel ? "s" : "k", {kf_tab_width, row_height * .8f}); + + if (dragging) { + auto pos = std::lower_bound(chain.segments.begin(), chain.segments.end(), frame, + [](const PlugboardNodes::ChainSegment& a, i32 b) { + return a.frame < b; + }); + + auto pos_index = std::distance(chain.segments.begin(), pos); + + if (pos != chain.segments.end() && pos->frame == frame) { // overlapping kf's + if (is_sel) + pos->value = val; + } + else { + for (auto &sel: chain.selected) { + if (sel >= pos_index) + sel++; } - if (ImGui::IsMouseReleased(ImGuiMouseButton_Left)) { - drag_og = -1; - drag_m = nullptr; + chain.segments.emplace(pos, frame, val, segment); + } + + if (is_sel) + chain.selected.push_back(pos_index); + } + else { + if (ImGui::IsItemClicked()) { + started_dragging = true; // setup dragging & start on next frame + + if (!is_sel || ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left)) { + chain.selected.push_back(ii); } } - else - m.emplace(std::lower_bound(m.begin(), m.end(), k, - [](const PlugboardNodes::ChainSegment& a, u32 b) { - return a.frame < b; - }), k, val, segment); - } - else if (ImGui::IsItemClicked()) { - m_copy = m; - drag_og = k; - drag_m = &m; } ImGui::PopID(); } + for (auto it = chain.segments.begin(); it != chain.segments.end(); it++) { + auto nit = std::next(it); + if (nit != chain.segments.end() && it->value != nit->value) { + window->DrawList->AddRectFilled({TimelineFrameToScreenView(view_left, view_amt, view_width, it->frame, + s.frame_max) + begin_tl.x + kf_tab_width / 2.0f, + begin_tl.y + row_height / 2.0f - 2.0f}, {TimelineFrameToScreenView(view_left, view_amt, view_width, nit->frame, + s.frame_max) + begin_tl.x - kf_tab_width / 2.0f, + begin_tl.y + row_height / 2.0f + 2.0f}, + std::find(chain.selected.begin(), chain.selected.end(), std::distance(chain.segments.begin(), it)) != chain.selected.end() && + std::find(chain.selected.begin(), chain.selected.end(), std::distance(chain.segments.begin(), nit)) != chain.selected.end() ? 0x88FFAAAA : 0x44AAAAAA); + } + } + ImGui::SetCursorScreenPos(begin_tl); draw_tl_bg_drag_area(); } @@ -1115,6 +1162,9 @@ namespace K::UI { ImGui::PopID(); } + if (started_dragging && dragging) + started_dragging = false; + tl_end_begin = {tl_init_pos.x, ImGui::GetCursorScreenPos().y}; if (move_from != -1 && move_to != -1) { @@ -1154,7 +1204,7 @@ namespace K::UI { 2.0f); if (dragging_on_socket) - window->DrawList->AddLine(ImGui::GetMousePos(), drag_source, 0xFFFFFFFF, 2.0f); + window->DrawList->AddLine(io.MousePos, drag_source, 0xFFFFFFFF, 2.0f); } ImGui::EndChild(); @@ -1219,8 +1269,13 @@ namespace K::UI { ImGui::TextUnformatted(ShaderGraph::Type_To_Str[it->val.index()]); ImGui::TableNextColumn(); ImGui::SetNextItemWidth(-FLT_MIN); - if (it->connection.p->inputs_fed[it->connection.index].index() == 0) - DrawPlugboardVariableEditWidget(std::get<0>(it->connection.p->inputs_fed[it->connection.index])); + std::visit([](auto&& arg) { + using T = std::decay_t; + if constexpr (std::is_same_v::type>) + DrawPlugboardVariableEditWidget(arg); + else + ImGui::Text("Plugged into %s!", arg.p->node->name.c_str()); + }, it->connection.p->inputs_fed[it->connection.index]); ImGui::TableNextColumn(); if (ImGui::Button("X")) { bgfx::destroy(it->handle); @@ -1307,7 +1362,7 @@ namespace K::UI { dl->AddText(tp1 + ImVec2{10.0f, -20.0f}, 0xFFFFFFFF, "0.0"); dl->AddText(tp4 + ImVec2{-30.0f, 10.0f}, 0xFFFFFFFF, "1.0"); - f32 x = std::clamp((ImGui::GetMousePos().x - pos.x) / w, 0.0f, 1.0f); + f32 x = std::clamp((io.MousePos.x - pos.x) / w, 0.0f, 1.0f); f32 y = Graphics::InjectingCubicBezierFromX(p2.x, p2.y, p3.x, p3.y, x); dl->AddLine(pos + ImVec2{0, ((1.0f - y) - (1.0f - y_max)) * w / y_range}, pos + ImVec2{w, ((1.0f - y) - (1.0f - y_max)) * w / y_range}, 0xBB5555FF, 1.0f); dl->AddLine(pos + ImVec2{x * w, 0.0f}, pos + ImVec2{x * w, w}, 0x44FF5555, 1.0f); @@ -1346,7 +1401,19 @@ namespace K::UI { ImGui::PopStyleVar(1); ImGui::EndChild(); - ImGui::Button("Apply"); + if (ImGui::Button("Apply")) + for (auto& layer : s.layers) + for (auto& u : layer.track.uniforms) + for (auto& n : u.show_nodes) { + auto& [chain, _] = *std::any_cast(&n.p->extra); + for (auto it = chain.segments.begin(); it != chain.segments.end(); it++) { + auto nit = std::next(it); + if (nit != chain.segments.end() && std::find(chain.selected.begin(), chain.selected.end(), std::distance(chain.segments.begin(), it)) != chain.selected.end() && + std::find(chain.selected.begin(), chain.selected.end(), std::distance(chain.segments.begin(), nit)) != chain.selected.end()) { + it->interp = {PlugboardNodes::K_I_CubicBezier, {p2.x, p2.y, p3.x, p3.y}}; + } + } + } } ImGui::End(); } @@ -1430,7 +1497,7 @@ namespace K::UI { ImGuiIO& io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; - ImGui_Implbgfx_Init(K::Graphics::K_VIEW_UI); + ImGui_Implbgfx_Init(Graphics::K_VIEW_UI); bgfx::setViewClear(Graphics::K_VIEW_UI, BGFX_CLEAR_COLOR); switch (bgfx::getRendererType()) { diff --git a/Keishiki/ext/imgui_impl_sdl2.cpp b/Keishiki/ext/imgui_impl_sdl2.cpp deleted file mode 100644 index 8ba4be2..0000000 --- a/Keishiki/ext/imgui_impl_sdl2.cpp +++ /dev/null @@ -1,645 +0,0 @@ -// dear imgui: Platform Backend for SDL2 -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) -// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (Prefer SDL 2.0.5+ for full feature support.) - -// Implemented features: -// [X] Platform: Clipboard support. -// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) -// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) -// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) -// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). -// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. -// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). -// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) -// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) -// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) -// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) -// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). -// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. -// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). -// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. -// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. -// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. -// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). -// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. -// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. -// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. -// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. -// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. -// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) -// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) -// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. -// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). -// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). -// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). -// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. -// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. -// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. -// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. -// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. -// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. -// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. -// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. -// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). -// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. -// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. -// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). -// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. -// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. -// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. -// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. -// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). -// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. - -#include "imgui.h" -#include "imgui_impl_sdl2.h" - -// Clang warnings with -Weverything -#if defined(__clang__) -#pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision -#endif - -// SDL -#include -#include -#if defined(__APPLE__) -#include -#endif - -#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) -#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 -#else -#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 -#endif -#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) - -// SDL Data -struct ImGui_ImplSDL2_Data -{ - SDL_Window* Window; - SDL_Renderer* Renderer; - Uint64 Time; - Uint32 MouseWindowID; - int MouseButtonsDown; - SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; - SDL_Cursor* LastMouseCursor; - int PendingMouseLeaveFrame; - char* ClipboardTextData; - bool MouseCanUseGlobalState; - - ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } -}; - -// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. -// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. -static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; -} - -// Functions -static const char* ImGui_ImplSDL2_GetClipboardText(void*) -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - if (bd->ClipboardTextData) - SDL_free(bd->ClipboardTextData); - bd->ClipboardTextData = SDL_GetClipboardText(); - return bd->ClipboardTextData; -} - -static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) -{ - SDL_SetClipboardText(text); -} - -// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). -static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) -{ - if (data->WantVisible) - { - SDL_Rect r; - r.x = (int)data->InputPos.x; - r.y = (int)data->InputPos.y; - r.w = 1; - r.h = (int)data->InputLineHeight; - SDL_SetTextInputRect(&r); - } -} - -static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) -{ - switch (keycode) - { - case SDLK_TAB: return ImGuiKey_Tab; - case SDLK_LEFT: return ImGuiKey_LeftArrow; - case SDLK_RIGHT: return ImGuiKey_RightArrow; - case SDLK_UP: return ImGuiKey_UpArrow; - case SDLK_DOWN: return ImGuiKey_DownArrow; - case SDLK_PAGEUP: return ImGuiKey_PageUp; - case SDLK_PAGEDOWN: return ImGuiKey_PageDown; - case SDLK_HOME: return ImGuiKey_Home; - case SDLK_END: return ImGuiKey_End; - case SDLK_INSERT: return ImGuiKey_Insert; - case SDLK_DELETE: return ImGuiKey_Delete; - case SDLK_BACKSPACE: return ImGuiKey_Backspace; - case SDLK_SPACE: return ImGuiKey_Space; - case SDLK_RETURN: return ImGuiKey_Enter; - case SDLK_ESCAPE: return ImGuiKey_Escape; - case SDLK_QUOTE: return ImGuiKey_Apostrophe; - case SDLK_COMMA: return ImGuiKey_Comma; - case SDLK_MINUS: return ImGuiKey_Minus; - case SDLK_PERIOD: return ImGuiKey_Period; - case SDLK_SLASH: return ImGuiKey_Slash; - case SDLK_SEMICOLON: return ImGuiKey_Semicolon; - case SDLK_EQUALS: return ImGuiKey_Equal; - case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; - case SDLK_BACKSLASH: return ImGuiKey_Backslash; - case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; - case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; - case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; - case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; - case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; - case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; - case SDLK_PAUSE: return ImGuiKey_Pause; - case SDLK_KP_0: return ImGuiKey_Keypad0; - case SDLK_KP_1: return ImGuiKey_Keypad1; - case SDLK_KP_2: return ImGuiKey_Keypad2; - case SDLK_KP_3: return ImGuiKey_Keypad3; - case SDLK_KP_4: return ImGuiKey_Keypad4; - case SDLK_KP_5: return ImGuiKey_Keypad5; - case SDLK_KP_6: return ImGuiKey_Keypad6; - case SDLK_KP_7: return ImGuiKey_Keypad7; - case SDLK_KP_8: return ImGuiKey_Keypad8; - case SDLK_KP_9: return ImGuiKey_Keypad9; - case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; - case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; - case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; - case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; - case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; - case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; - case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; - case SDLK_LCTRL: return ImGuiKey_LeftCtrl; - case SDLK_LSHIFT: return ImGuiKey_LeftShift; - case SDLK_LALT: return ImGuiKey_LeftAlt; - case SDLK_LGUI: return ImGuiKey_LeftSuper; - case SDLK_RCTRL: return ImGuiKey_RightCtrl; - case SDLK_RSHIFT: return ImGuiKey_RightShift; - case SDLK_RALT: return ImGuiKey_RightAlt; - case SDLK_RGUI: return ImGuiKey_RightSuper; - case SDLK_APPLICATION: return ImGuiKey_Menu; - case SDLK_0: return ImGuiKey_0; - case SDLK_1: return ImGuiKey_1; - case SDLK_2: return ImGuiKey_2; - case SDLK_3: return ImGuiKey_3; - case SDLK_4: return ImGuiKey_4; - case SDLK_5: return ImGuiKey_5; - case SDLK_6: return ImGuiKey_6; - case SDLK_7: return ImGuiKey_7; - case SDLK_8: return ImGuiKey_8; - case SDLK_9: return ImGuiKey_9; - case SDLK_a: return ImGuiKey_A; - case SDLK_b: return ImGuiKey_B; - case SDLK_c: return ImGuiKey_C; - case SDLK_d: return ImGuiKey_D; - case SDLK_e: return ImGuiKey_E; - case SDLK_f: return ImGuiKey_F; - case SDLK_g: return ImGuiKey_G; - case SDLK_h: return ImGuiKey_H; - case SDLK_i: return ImGuiKey_I; - case SDLK_j: return ImGuiKey_J; - case SDLK_k: return ImGuiKey_K; - case SDLK_l: return ImGuiKey_L; - case SDLK_m: return ImGuiKey_M; - case SDLK_n: return ImGuiKey_N; - case SDLK_o: return ImGuiKey_O; - case SDLK_p: return ImGuiKey_P; - case SDLK_q: return ImGuiKey_Q; - case SDLK_r: return ImGuiKey_R; - case SDLK_s: return ImGuiKey_S; - case SDLK_t: return ImGuiKey_T; - case SDLK_u: return ImGuiKey_U; - case SDLK_v: return ImGuiKey_V; - case SDLK_w: return ImGuiKey_W; - case SDLK_x: return ImGuiKey_X; - case SDLK_y: return ImGuiKey_Y; - case SDLK_z: return ImGuiKey_Z; - case SDLK_F1: return ImGuiKey_F1; - case SDLK_F2: return ImGuiKey_F2; - case SDLK_F3: return ImGuiKey_F3; - case SDLK_F4: return ImGuiKey_F4; - case SDLK_F5: return ImGuiKey_F5; - case SDLK_F6: return ImGuiKey_F6; - case SDLK_F7: return ImGuiKey_F7; - case SDLK_F8: return ImGuiKey_F8; - case SDLK_F9: return ImGuiKey_F9; - case SDLK_F10: return ImGuiKey_F10; - case SDLK_F11: return ImGuiKey_F11; - case SDLK_F12: return ImGuiKey_F12; - } - return ImGuiKey_None; -} - -static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) -{ - ImGuiIO& io = ImGui::GetIO(); - io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); - io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); - io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); - io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); -} - -// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. -bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - - switch (event->type) - { - case SDL_MOUSEMOTION: - { - ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); - io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); - io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); - return true; - } - case SDL_MOUSEWHEEL: - { - //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); -#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! - float wheel_x = -event->wheel.preciseX; - float wheel_y = event->wheel.preciseY; -#else - float wheel_x = -(float)event->wheel.x; - float wheel_y = (float)event->wheel.y; -#endif -#ifdef __EMSCRIPTEN__ - wheel_x /= 100.0f; -#endif - io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); - io.AddMouseWheelEvent(wheel_x, wheel_y); - return true; - } - case SDL_MOUSEBUTTONDOWN: - case SDL_MOUSEBUTTONUP: - { - int mouse_button = -1; - if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } - if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } - if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } - if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } - if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } - if (mouse_button == -1) - break; - io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); - io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); - bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); - return true; - } - case SDL_TEXTINPUT: - { - io.AddInputCharactersUTF8(event->text.text); - return true; - } - case SDL_KEYDOWN: - case SDL_KEYUP: - { - ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); - ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); - io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); - io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. - return true; - } - case SDL_WINDOWEVENT: - { - // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. - // - However we won't get a correct LEAVE event for a captured window. - // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, - // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why - // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. - Uint8 window_event = event->window.event; - if (window_event == SDL_WINDOWEVENT_ENTER) - { - bd->MouseWindowID = event->window.windowID; - bd->PendingMouseLeaveFrame = 0; - } - if (window_event == SDL_WINDOWEVENT_LEAVE) - bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; - if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) - io.AddFocusEvent(true); - else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) - io.AddFocusEvent(false); - return true; - } - } - return false; -} - -static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) -{ - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); - - // Check and store if we are on a SDL backend that supports global mouse position - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bool mouse_can_use_global_state = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) - if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - mouse_can_use_global_state = true; -#endif - - // Setup backend capabilities flags - ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); - io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_sdl2"; - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - - bd->Window = window; - bd->Renderer = renderer; - bd->MouseCanUseGlobalState = mouse_can_use_global_state; - - io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; - io.ClipboardUserData = nullptr; - io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; - - // Load mouse cursors - bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); - bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); - - // Set platform dependent data in viewport - // Our mouse update function expect PlatformHandle to be filled for the main viewport - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandleRaw = nullptr; - SDL_SysWMinfo info; - SDL_VERSION(&info.version); - if (SDL_GetWindowWMInfo(window, &info)) - { -#if defined(SDL_VIDEO_DRIVER_WINDOWS) - main_viewport->PlatformHandleRaw = (void*)info.info.win.window; -#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) - main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; -#endif - } - - // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. - // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. - // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. - // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: - // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) -#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH - SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); -#endif - - // From 2.0.18: Enable native IME. - // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. - // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). -#ifdef SDL_HINT_IME_SHOW_UI - SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); -#endif - - // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) -#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE - SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); -#endif - - return true; -} - -bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) -{ - IM_UNUSED(sdl_gl_context); // Viewport branch will need this. - return ImGui_ImplSDL2_Init(window, nullptr); -} - -bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) -{ -#if !SDL_HAS_VULKAN - IM_ASSERT(0 && "Unsupported"); -#endif - return ImGui_ImplSDL2_Init(window, nullptr); -} - -bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) -{ -#if !defined(_WIN32) - IM_ASSERT(0 && "Unsupported"); -#endif - return ImGui_ImplSDL2_Init(window, nullptr); -} - -bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) -{ - return ImGui_ImplSDL2_Init(window, nullptr); -} - -bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) -{ - return ImGui_ImplSDL2_Init(window, renderer); -} - -void ImGui_ImplSDL2_Shutdown() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - if (bd->ClipboardTextData) - SDL_free(bd->ClipboardTextData); - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - SDL_FreeCursor(bd->MouseCursors[cursor_n]); - bd->LastMouseCursor = nullptr; - - io.BackendPlatformName = nullptr; - io.BackendPlatformUserData = nullptr; - IM_DELETE(bd); -} - -static void ImGui_ImplSDL2_UpdateMouseData() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - - // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside - SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); - SDL_Window* focused_window = SDL_GetKeyboardFocus(); - const bool is_app_focused = (bd->Window == focused_window); -#else - const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only -#endif - if (is_app_focused) - { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos) - SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); - - // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) - if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) - { - int window_x, window_y, mouse_x_global, mouse_y_global; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); - SDL_GetWindowPosition(bd->Window, &window_x, &window_y); - io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); - } - } -} - -static void ImGui_ImplSDL2_UpdateMouseCursor() -{ - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - return; - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - SDL_ShowCursor(SDL_FALSE); - } - else - { - // Show OS mouse cursor - SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->LastMouseCursor != expected_cursor) - { - SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) - bd->LastMouseCursor = expected_cursor; - } - SDL_ShowCursor(SDL_TRUE); - } -} - -static void ImGui_ImplSDL2_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; - - // Get gamepad - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - SDL_GameController* game_controller = SDL_GameControllerOpen(0); - if (!game_controller) - return; - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - - // Update gamepad inputs - #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) - #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } - #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } - const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. - MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); - MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); - MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); - MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); - MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); - MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); - MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); - MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); - #undef MAP_BUTTON - #undef MAP_ANALOG -} - -void ImGui_ImplSDL2_NewFrame() -{ - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - SDL_GetWindowSize(bd->Window, &w, &h); - if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) - w = h = 0; - if (bd->Renderer != nullptr) - SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); - else - SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); - - // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) - // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) - static Uint64 frequency = SDL_GetPerformanceFrequency(); - Uint64 current_time = SDL_GetPerformanceCounter(); - if (current_time <= bd->Time) - current_time = bd->Time + 1; - io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); - bd->Time = current_time; - - if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) - { - bd->MouseWindowID = 0; - bd->PendingMouseLeaveFrame = 0; - io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); - } - - ImGui_ImplSDL2_UpdateMouseData(); - ImGui_ImplSDL2_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplSDL2_UpdateGamepads(); -} - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif diff --git a/Keishiki/include/Graphics.h b/Keishiki/include/Graphics.h index df15207..bfde36d 100644 --- a/Keishiki/include/Graphics.h +++ b/Keishiki/include/Graphics.h @@ -136,7 +136,7 @@ namespace K::Graphics { r3 = -2.0 * sqrtQ * cos((theta + 4.0 * std::numbers::pi) / 3.0) - a1 / 3.0; f64 e = std::pow(std::sqrt(-D) + std::abs(R), 1.0 / 3.0); e = (R > 0.0) ? -e : e; - return D >= 0 ? CubicRealAccept(r1) ? r1 : (CubicRealAccept(r2) ? r2 : r3) : (e + Q / e) - a1 / 3.; + return Q == 0.0 && D == 0.0 ? -a1 / 3. : (D >= 0 ? CubicRealAccept(r1) ? r1 : (CubicRealAccept(r2) ? r2 : r3) : (e + Q / e) - a1 / 3.); } constexpr static f64 CubicBezier(f64 a, f64 b, f64 c, f64 d, f64 t) { diff --git a/Keishiki/include/PlugboardNodes.h b/Keishiki/include/PlugboardNodes.h index 91eb69e..0a1fcb1 100644 --- a/Keishiki/include/PlugboardNodes.h +++ b/Keishiki/include/PlugboardNodes.h @@ -105,16 +105,21 @@ namespace K::PlugboardNodes { extern PlugboardGraph::Node Interpolation; struct ChainSegment { - u32 frame; + i32 frame; f32 value; InterpolationExtra interp; }; - struct ChainExtra { + struct ChainSel { Vector segments; Vector selected; // indices }; + struct ChainExtra { + ChainSel chain, + temp; // for UI -- does not represent any state + }; + extern PlugboardGraph::Node Chain; extern std::array Nodes;