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-rw-r--r--src/DebugInfo.cpp6
-rw-r--r--src/DebugInfo.hpp10
-rw-r--r--src/Event.hpp6
-rw-r--r--src/Render.cpp272
-rw-r--r--src/Render.hpp24
-rw-r--r--src/RendererWorld.cpp4
-rw-r--r--src/Socket.hpp2
-rw-r--r--src/Texture.cpp76
-rw-r--r--src/Texture.hpp1
-rw-r--r--src/ThreadGame.cpp64
-rw-r--r--src/World.cpp2
-rw-r--r--src/imgui_impl_sdl_gl3.cpp395
-rw-r--r--src/imgui_impl_sdl_gl3.h19
13 files changed, 751 insertions, 130 deletions
diff --git a/src/DebugInfo.cpp b/src/DebugInfo.cpp
new file mode 100644
index 0000000..309c7aa
--- /dev/null
+++ b/src/DebugInfo.cpp
@@ -0,0 +1,6 @@
+#include "DebugInfo.hpp"
+
+std::atomic_int DebugInfo::totalSections = 0;
+std::atomic_int DebugInfo::renderSections = 0;
+std::atomic_int DebugInfo::readyRenderer = 0;
+std::atomic_int DebugInfo::gameThreadTime = 0; \ No newline at end of file
diff --git a/src/DebugInfo.hpp b/src/DebugInfo.hpp
new file mode 100644
index 0000000..a29a056
--- /dev/null
+++ b/src/DebugInfo.hpp
@@ -0,0 +1,10 @@
+#pragma once
+
+#include <atomic>
+
+struct DebugInfo {
+ static std::atomic_int totalSections;
+ static std::atomic_int renderSections;
+ static std::atomic_int readyRenderer;
+ static std::atomic_int gameThreadTime;
+}; \ No newline at end of file
diff --git a/src/Event.hpp b/src/Event.hpp
index b137a85..569be00 100644
--- a/src/Event.hpp
+++ b/src/Event.hpp
@@ -9,7 +9,7 @@
#include <variant>
#include <functional>
-#include <SFML/Window.hpp>
+#include <SDL.h>
#include "Vector.hpp"
#include "Packet.hpp"
@@ -119,11 +119,11 @@ struct MouseMovedData {
};
struct KeyPressedData {
- sf::Keyboard::Key key;
+ SDL_Scancode key;
};
struct KeyReleasedData {
- sf::Keyboard::Key key;
+ SDL_Scancode key;
};
struct InitalizeSectionRenderData {
diff --git a/src/Render.cpp b/src/Render.cpp
index c739b77..19e89f6 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -4,6 +4,10 @@
#include "Shader.hpp"
#include "AssetManager.hpp"
#include "Event.hpp"
+#include "DebugInfo.hpp"
+
+#include <imgui.h>
+#include "imgui_impl_sdl_gl3.h"
Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) : timer(std::chrono::milliseconds(0)) {
InitSfml(windowWidth, windowHeight, windowTitle);
@@ -15,21 +19,31 @@ Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string
}
Render::~Render() {
- delete window;
+ ImGui_ImplSdlGL3_Shutdown();
+ SDL_GL_DeleteContext(glContext);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
}
void Render::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) {
LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
- sf::ContextSettings contextSetting;
- contextSetting.majorVersion = 3;
- contextSetting.minorVersion = 3;
- contextSetting.attributeFlags = contextSetting.Core;
- contextSetting.depthBits = 24;
- window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting);
- glCheckError();
- window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2,
- sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2));
- window->setKeyRepeatEnabled(false);
+
+ if (SDL_Init(SDL_INIT_VIDEO) < 0)
+ throw std::runtime_error("SDL initalization failed: " + std::string(SDL_GetError()));
+
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+
+ window = SDL_CreateWindow(WinTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WinWidth, WinHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
+ if (!window)
+ throw std::runtime_error("Window creation failed: " + std::string(SDL_GetError()));
+
+ glContext = SDL_GL_CreateContext(window);
+ if (!glContext)
+ throw std::runtime_error("OpenGl context creation failed: " + std::string(SDL_GetError()));
+
SetMouseCapture(false);
renderState.WindowWidth = WinWidth;
renderState.WindowHeight = WinHeight;
@@ -43,7 +57,9 @@ void Render::InitGlew() {
if (glewStatus != GLEW_OK) {
LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
}
- glViewport(0, 0, window->getSize().x, window->getSize().y);
+ int width, height;
+ SDL_GL_GetDrawableSize(window, &width, &height);
+ glViewport(0, 0, width, height);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
@@ -58,12 +74,18 @@ void Render::PrepareToRendering() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, AssetManager::Instance().GetTextureAtlas());
AssetManager::Instance().GetTextureAtlasIndexes();
+
+ ImGui_ImplSdlGL3_Init(window);
}
void Render::UpdateKeyboard() {
- sf::Keyboard::Key toUpdate[] = { sf::Keyboard::A,sf::Keyboard::W,sf::Keyboard::S,sf::Keyboard::D,sf::Keyboard::Space };
+ 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) {
- bool isPressed = sf::Keyboard::isKeyPressed(key);
+ bool isPressed = kbState[key];
if (!isKeyPressed[key] && isPressed) {
EventAgregator::PushEvent(EventType::KeyPressed, KeyPressedData{ key });
}
@@ -81,6 +103,7 @@ void Render::RenderFrame() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
if (renderWorld)
world->Render(renderState);
@@ -88,62 +111,67 @@ void Render::RenderFrame() {
world->Update(timer.RemainTimeMs());
}
- window->display();
+ RenderGui();
+
+ SDL_GL_SwapWindow(window);
}
void Render::HandleEvents() {
- sf::Event event;
- while (window->pollEvent(event)) {
+ SDL_PumpEvents();
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {
+ ImGui_ImplSdlGL3_ProcessEvent(&event);
+
switch (event.type) {
- case sf::Event::Closed:
+ case SDL_QUIT:
LOG(INFO) << "Received close event by window closing";
isRunning = false;
break;
- case sf::Event::Resized:
- glViewport(0, 0, window->getSize().x, window->getSize().y);
- renderState.WindowWidth = window->getSize().x;
- renderState.WindowHeight = window->getSize().y;
- break;
- case sf::Event::KeyPressed:
- if (!window->hasFocus()) break;
- switch (event.key.code) {
- case sf::Keyboard::Escape:
- LOG(INFO) << "Received close event by esc";
- isRunning = false;
- break;
- case sf::Keyboard::T:
- SetMouseCapture(!isMouseCaptured);
+ case SDL_WINDOWEVENT: {
+ switch (event.window.event) {
+ case SDL_WINDOWEVENT_RESIZED: {
+ int width, height;
+ SDL_GL_GetDrawableSize(window, &width, &height);
+ glViewport(0, 0, width, height);
+ renderState.WindowWidth = width;
+ renderState.WindowHeight = height;
break;
- case sf::Keyboard::U:
- EventAgregator::PushEvent(EventType::ConnectToServer, ConnectToServerData{ "10.1.1.2", 25565 });
+ }
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ HasFocus = true;
break;
- case sf::Keyboard::I:
- EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ "Manual disconnect" });
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ HasFocus = false;
+ SetMouseCapture(false);
break;
- case sf::Keyboard::K:
- if (renderWorld) {
- world->MaxRenderingDistance--;
- if (world->MaxRenderingDistance <= 0)
- world->MaxRenderingDistance = 1;
- LOG(INFO) << "Decreased rendering distance: " << world->MaxRenderingDistance;
- EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
+ }
+ break;
+ }
+ case SDL_KEYDOWN:
+ switch (event.key.keysym.scancode) {
+ case SDL_SCANCODE_ESCAPE:
+ if (state == GlobalState::Playing) {
+ state = GlobalState::Paused;
+ SetMouseCapture(false);
}
- break;
- case sf::Keyboard::L:
- if (renderWorld) {
- world->MaxRenderingDistance++;
- LOG(INFO) << "Increased rendering distance: " << world->MaxRenderingDistance;
- EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
+ else if (state == GlobalState::Paused) {
+ state = GlobalState::Playing;
+ SetMouseCapture(true);
+ }
+ else if (state == GlobalState::MainMenu) {
+ LOG(INFO) << "Received close event by esc";
+ isRunning = false;
}
- break;
- default:
break;
}
- case sf::Event::KeyReleased:
- if (!window->hasFocus()) break;
- switch (event.key.code) {
- default:
- break;
+ break;
+ case SDL_MOUSEMOTION:
+ if (isMouseCaptured) {
+ double deltaX = event.motion.xrel;
+ double deltaY = event.motion.yrel;
+ deltaX *= sensetivity;
+ deltaY *= sensetivity * -1;
+ EventAgregator::DirectEventCall(EventType::MouseMoved, MouseMovedData{ deltaX,deltaY });
}
default:
break;
@@ -151,20 +179,24 @@ void Render::HandleEvents() {
}
}
-void Render::HandleMouseCapture() {
- sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
- sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2);
- sf::Mouse::setPosition(center, *window);
- mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y;
- const float Sensetivity = 0.7f;
- EventAgregator::DirectEventCall(EventType::MouseMoved, MouseMovedData{ mouseXDelta * Sensetivity, mouseYDelta * Sensetivity});
+void Render::HandleMouseCapture() {
}
void Render::SetMouseCapture(bool IsCaptured) {
- window->setMouseCursorVisible(!isMouseCaptured);
- sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
- isMouseCaptured = IsCaptured;
- window->setMouseCursorVisible(!IsCaptured);
+ if (IsCaptured == isMouseCaptured)
+ return;
+ isMouseCaptured = IsCaptured;
+
+ if (isMouseCaptured) {
+ SDL_GetGlobalMouseState(&prevMouseX, &prevMouseY);
+ }
+
+ SDL_CaptureMouse(IsCaptured ? SDL_TRUE : SDL_FALSE);
+ SDL_SetRelativeMouseMode(IsCaptured ? SDL_TRUE : SDL_FALSE);
+
+ if (!isMouseCaptured) {
+ SDL_WarpMouseGlobal(prevMouseX, prevMouseY);
+ }
}
void Render::ExecuteRenderLoop() {
@@ -172,49 +204,135 @@ void Render::ExecuteRenderLoop() {
listener.RegisterHandler(EventType::ConnectionSuccessfull, [this](EventData eventData) {
auto data = std::get<ConnectionSuccessfullData>(eventData);
- window->setTitle("Logging in...");
+ stateString = "Logging in...";
});
listener.RegisterHandler(EventType::PlayerConnected, [this](EventData eventData) {
auto data = std::get<PlayerConnectedData>(eventData);
- window->setTitle("Loading terrain...");
+ stateString = "Loading terrain...";
world = std::make_unique<RendererWorld>(data.ptr);
});
listener.RegisterHandler(EventType::RemoveLoadingScreen, [this](EventData eventData) {
- window->setTitle("Playing");
+ stateString = "Playing";
renderWorld = true;
+ state = GlobalState::Playing;
+ SetMouseCapture(true);
});
listener.RegisterHandler(EventType::ConnectionFailed, [this](EventData eventData) {
- window->setTitle("Connection failed: " + std::get<ConnectionFailedData>(eventData).reason);
+ stateString = "Connection failed: " + std::get<ConnectionFailedData>(eventData).reason;
renderWorld = false;
world.reset();
+ state = GlobalState::MainMenu;
});
listener.RegisterHandler(EventType::Disconnected, [this](EventData eventData) {
- window->setTitle("Disconnected: " + std::get<DisconnectedData>(eventData).reason);
+ stateString = "Disconnected: " + std::get<DisconnectedData>(eventData).reason;
renderWorld = false;
world.reset();
+ state = GlobalState::MainMenu;
});
listener.RegisterHandler(EventType::Connecting, [this](EventData eventData) {
- window->setTitle("Connecting to the server...");
+ stateString = "Connecting to the server...";
+ state = GlobalState::Loading;
});
+
+ state = GlobalState::MainMenu;
while (isRunning) {
HandleEvents();
- if (window->hasFocus()) UpdateKeyboard();
+ if (HasFocus) UpdateKeyboard();
if (isMouseCaptured) HandleMouseCapture();
glCheckError();
RenderFrame();
while (listener.IsEventsQueueIsNotEmpty())
listener.HandleEvent();
- if (renderWorld) {
- window->setTitle("FPS: " + std::to_string(1.0 / timer.GetRealDeltaS()));
- }
timer.Update();
}
EventAgregator::PushEvent(EventType::Exit, ExitData{});
}
+
+void Render::RenderGui() {
+ 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;
+ 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::End();
+
+
+ switch (state) {
+ case GlobalState::MainMenu: {
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("Menu",0, windowFlags);
+ static char buff[512] = "127.0.0.1";
+ static int port = 25565;
+ if (ImGui::Button("Connect")) {
+ EventAgregator::PushEvent(EventType::ConnectToServer, ConnectToServerData{ buff, (unsigned short)port });
+ }
+ ImGui::InputText("Address", buff, 512);
+ ImGui::InputInt("Port", &port);
+ ImGui::Separator();
+ if (ImGui::Button("Exit"))
+ isRunning = false;
+ ImGui::End();
+ break;
+ }
+ case GlobalState::Loading:
+ break;
+ case GlobalState::Playing:
+ break;
+ case GlobalState::Paused: {
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("Pause Menu", 0, windowFlags);
+ if (ImGui::Button("Continue")) {
+ state = GlobalState::Playing;
+ SetMouseCapture(true);
+ }
+ ImGui::Separator();
+ static float distance = world->MaxRenderingDistance;
+ ImGui::SliderFloat("Render distance", &distance, 1.0f, 16.0f);
+
+ static float sense = sensetivity;
+ ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f);
+
+ if (ImGui::Button("Apply settings")) {
+ if (distance != world->MaxRenderingDistance) {
+ world->MaxRenderingDistance = distance;
+ EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
+ }
+ if (sense != sensetivity)
+ sensetivity = sense;
+ }
+ ImGui::Separator();
+
+ if (ImGui::Button("Disconnect")) {
+ EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ "Disconnected by user" });
+ }
+ ImGui::End();
+ break;
+ }
+ case GlobalState::InitialLoading:
+ break;
+ }
+
+ ImGui::Render();
+} \ No newline at end of file
diff --git a/src/Render.hpp b/src/Render.hpp
index b7d12d0..0b67218 100644
--- a/src/Render.hpp
+++ b/src/Render.hpp
@@ -1,21 +1,35 @@
#pragma once
-#include <SFML/Window.hpp>
+#include <SDL.h>
#include "Shader.hpp"
#include "RendererWorld.hpp"
-#include "RendererWidget.hpp"
class Render {
- sf::Window *window;
+ SDL_Window *window;
+ SDL_GLContext glContext;
+
+ bool renderGui = false;
bool isRunning = true;
bool isMouseCaptured = false;
+ int prevMouseX, prevMouseY;
float mouseXDelta, mouseYDelta;
std::unique_ptr<RendererWorld> world;
bool renderWorld = false;
RenderState renderState;
LoopExecutionTimeController timer;
- std::map<sf::Keyboard::Key, bool> isKeyPressed;
+ std::map<SDL_Scancode, bool> isKeyPressed;
+ bool HasFocus=true;
+ float sensetivity = 0.1f;
+
+ enum GlobalState {
+ InitialLoading,
+ MainMenu,
+ Loading,
+ Playing,
+ Paused,
+ } state = InitialLoading;
+ std::string stateString;
void SetMouseCapture(bool IsCaptured);
@@ -32,6 +46,8 @@ class Render {
void PrepareToRendering();
void UpdateKeyboard();
+
+ void RenderGui();
public:
Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle);
~Render();
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 7262583..c90e1fb 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -1,4 +1,5 @@
#include "RendererWorld.hpp"
+#include "DebugInfo.hpp"
void RendererWorld::WorkerFunction(size_t workerId) {
EventListener tasksListener;
@@ -357,4 +358,7 @@ void RendererWorld::Update(double timeToUpdate) {
EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
timeSincePreviousUpdate = std::chrono::steady_clock::now();
}
+
+ DebugInfo::readyRenderer = this->renderData.size();
+ DebugInfo::renderSections = this->sections.size();
}
diff --git a/src/Socket.hpp b/src/Socket.hpp
index 16825f0..3d9e1a2 100644
--- a/src/Socket.hpp
+++ b/src/Socket.hpp
@@ -2,8 +2,6 @@
#include <string>
-#include <SFML/Network.hpp>
-
#include <SDL_net.h>
/**
diff --git a/src/Texture.cpp b/src/Texture.cpp
index 5c7ebf7..d39585f 100644
--- a/src/Texture.cpp
+++ b/src/Texture.cpp
@@ -1,5 +1,11 @@
#include "Texture.hpp"
+#include <SDL.h>
+#include <SDL_image.h>
+
+
+bool IsImgInitialized = false;
+
Texture::Texture(std::string filename, GLenum textureWrapping, GLenum textureFiltering) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
@@ -12,25 +18,71 @@ Texture::Texture(std::string filename, GLenum textureWrapping, GLenum textureFil
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- //Image load
- sf::Image image;
- if (!image.loadFromFile(filename)) {
- LOG(ERROR) << "Can't open image " << filename;
- throw 201;
+ //Initialize SDL2_image
+ if (!IsImgInitialized) {
+ IsImgInitialized = true;
+ int imgFlags = IMG_INIT_PNG;
+ if (!(IMG_Init(imgFlags) & imgFlags))
+ {
+ throw std::runtime_error("IMG Not initialized: " + std::string(IMG_GetError()));
+ }
}
- if (image.getPixelsPtr() == nullptr) {
- LOG(ERROR) << "Image data is corrupted!";
- throw 202;
- }
- image.flipVertically();
+ //Load image
+ SDL_Surface *image = IMG_Load(filename.c_str());
+ if (!image)
+ throw std::runtime_error("Image not loaded: " + std::string(IMG_GetError()));
+
+ if (image->format->BytesPerPixel != 4)
+ throw std::runtime_error("PNG format is not RGBA");
+
+ //Flip surface
+ SDL_LockSurface(image);
+
+ {
+ int pitch = image->pitch;
+ int height = image->h;
+ void* image_pixels = image->pixels;
+
+ int index;
+ void* temp_row;
+ int height_div_2;
+
+ temp_row = (void *)malloc(pitch);
+ if (!temp_row)
+ throw std::runtime_error("Not enough memory for texture flipping");
+
+ height_div_2 = (int)(height * .5);
+ for (index = 0; index < height_div_2; index++) {
+ memcpy((Uint8 *)temp_row,
+ (Uint8 *)(image_pixels)+
+ pitch * index,
+ pitch);
+
+ memcpy(
+ (Uint8 *)(image_pixels)+
+ pitch * index,
+ (Uint8 *)(image_pixels)+
+ pitch * (height - index - 1),
+ pitch);
+ memcpy(
+ (Uint8 *)(image_pixels)+
+ pitch * (height - index - 1),
+ temp_row,
+ pitch);
+ }
+ free(temp_row);
+ }
//Creating texture
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE,
- (GLvoid *) image.getPixelsPtr());
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->w,image->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ (GLvoid *) image->pixels);
+ SDL_UnlockSurface(image);
+
//glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
+ SDL_FreeSurface(image);
}
Texture::~Texture() {
diff --git a/src/Texture.hpp b/src/Texture.hpp
index 5b2afcf..6b024d4 100644
--- a/src/Texture.hpp
+++ b/src/Texture.hpp
@@ -2,7 +2,6 @@
#include <easylogging++.h>
#include <GL/glew.h>
-#include <SFML/Graphics.hpp>
class Texture {
Texture(Texture&);
diff --git a/src/ThreadGame.cpp b/src/ThreadGame.cpp
index 5e1d710..f425747 100644
--- a/src/ThreadGame.cpp
+++ b/src/ThreadGame.cpp
@@ -1,5 +1,6 @@
#include "ThreadGame.hpp"
+#include "DebugInfo.hpp"
ThreadGame::ThreadGame() {
@@ -35,21 +36,21 @@ void ThreadGame::Execute() {
if (!gs)
return;
switch (std::get<KeyPressedData>(eventData).key) {
- case sf::Keyboard::W:
- isMoving[GameState::FORWARD] = true;
- break;
- case sf::Keyboard::A:
- isMoving[GameState::LEFT] = true;
- break;
- case sf::Keyboard::S:
- isMoving[GameState::BACKWARD] = true;
- break;
- case sf::Keyboard::D:
- isMoving[GameState::RIGHT] = true;
- break;
- case sf::Keyboard::Space:
- isMoving[GameState::JUMP] = true;
- break;
+ case SDL_SCANCODE_W:
+ isMoving[GameState::FORWARD] = true;
+ break;
+ case SDL_SCANCODE_A:
+ isMoving[GameState::LEFT] = true;
+ break;
+ case SDL_SCANCODE_S:
+ isMoving[GameState::BACKWARD] = true;
+ break;
+ case SDL_SCANCODE_D:
+ isMoving[GameState::RIGHT] = true;
+ break;
+ case SDL_SCANCODE_SPACE:
+ isMoving[GameState::JUMP] = true;
+ break;
}
});
@@ -57,21 +58,21 @@ void ThreadGame::Execute() {
if (!gs)
return;
switch (std::get<KeyReleasedData>(eventData).key) {
- case sf::Keyboard::W:
- isMoving[GameState::FORWARD] = false;
- break;
- case sf::Keyboard::A:
- isMoving[GameState::LEFT] = false;
- break;
- case sf::Keyboard::S:
- isMoving[GameState::BACKWARD] = false;
- break;
- case sf::Keyboard::D:
- isMoving[GameState::RIGHT] = false;
- break;
- case sf::Keyboard::Space:
- isMoving[GameState::JUMP] = false;
- break;
+ case SDL_SCANCODE_W:
+ isMoving[GameState::FORWARD] = false;
+ break;
+ case SDL_SCANCODE_A:
+ isMoving[GameState::LEFT] = false;
+ break;
+ case SDL_SCANCODE_S:
+ isMoving[GameState::BACKWARD] = false;
+ break;
+ case SDL_SCANCODE_D:
+ isMoving[GameState::RIGHT] = false;
+ break;
+ case SDL_SCANCODE_SPACE:
+ isMoving[GameState::JUMP] = false;
+ break;
}
});
@@ -85,6 +86,7 @@ void ThreadGame::Execute() {
LoopExecutionTimeController timer(std::chrono::milliseconds(int(1.0f / 60.0f * 1000.0f)));
while (isRunning) {
+ DebugInfo::gameThreadTime = timer.GetRealDeltaS() * 1000'00.0f;
if (gs != nullptr)
gs->Update(timer.GetRealDeltaS());
listener.HandleEvent();
@@ -101,7 +103,7 @@ void ThreadGame::Execute() {
if (isMoving[GameState::JUMP])
gs->HandleMovement(GameState::JUMP, timer.GetRealDeltaS());
}
- timer.Update();
+ timer.Update();
}
gs.reset();
}
diff --git a/src/World.cpp b/src/World.cpp
index 1a0e0fa..8f6bb5c 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -1,5 +1,6 @@
#include "World.hpp"
#include "Event.hpp"
+#include "DebugInfo.hpp"
void World::ParseChunkData(std::shared_ptr<PacketChunkData> packet) {
StreamBuffer chunkData(packet->Data.data(), packet->Data.size());
@@ -137,6 +138,7 @@ void World::UpdatePhysics(float delta)
it.pos = it.pos + it.vel * delta;
}
entitiesMutex.unlock();
+ DebugInfo::totalSections = sections.size();
}
Entity & World::GetEntity(unsigned int EntityId)
diff --git a/src/imgui_impl_sdl_gl3.cpp b/src/imgui_impl_sdl_gl3.cpp
new file mode 100644
index 0000000..63d7033
--- /dev/null
+++ b/src/imgui_impl_sdl_gl3.cpp
@@ -0,0 +1,395 @@
+// 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)
+// 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_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_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
+ 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);
+
+ // 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);
+
+ 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);
+ 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);
+ 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
new file mode 100644
index 0000000..99abd40
--- /dev/null
+++ b/src/imgui_impl_sdl_gl3.h
@@ -0,0 +1,19 @@
+// 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();