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10 Commits

Author SHA1 Message Date
Julian
8d99108333 current changes 2021-05-21 14:07:53 +02:00
Julian Nießner
945a6a8eea Readded resource move 2019-01-22 19:30:10 +01:00
Julian Nießner
4183d47ab6 Moved Imgui to conan dependency management 2019-01-22 18:53:20 +01:00
Julian Nießner
48ee855bc9 Moved Dependency System to Conan 2019-01-22 18:21:57 +01:00
Julian Nießner
8160b13872 removed testclient 2019-01-13 22:05:15 +01:00
Julian Nießner
538c25f434 removed dedicated server 2019-01-13 22:02:46 +01:00
Julian Nießner
0175347805 Added externals with lower case 2019-01-13 21:57:39 +01:00
Julian Nießner
43956bd037 removed external 2019-01-13 21:56:39 +01:00
Julian
cc5f2472c8 Update .gitmodules 2019-01-13 21:41:24 +01:00
Julian Nießner
ce2eb3e615 Added externals as submodule 2019-01-13 21:38:12 +01:00
22 changed files with 593 additions and 746 deletions

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@@ -4,86 +4,47 @@ set (CMAKE_CXX_STANDARD 11)
include(ExternalProject)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE RELEASE)
set(CMAKE_BUILD_TYPE Release)
add_definitions(-DNDEBUG)
endif(NOT CMAKE_BUILD_TYPE)
# Download automatically, you can also just copy the conan.cmake file
if(NOT EXISTS "${CMAKE_BINARY_DIR}/conan.cmake")
message(STATUS "Downloading conan.cmake from https://github.com/conan-io/cmake-conan")
file(DOWNLOAD "https://raw.githubusercontent.com/conan-io/cmake-conan/v0.13/conan.cmake"
"${CMAKE_BINARY_DIR}/conan.cmake")
endif()
include(${CMAKE_BINARY_DIR}/conan.cmake)
# Launch Conan Install
conan_cmake_run(CONANFILE conanfile.txt
BASIC_SETUP CMAKE_TARGETS
BUILD missing)
MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
MESSAGE( STATUS "DarkRP2D_SOURCE_DIR: " ${DarkRP2D_SOURCE_DIR} )
set(DarkRP2D_EXTERNAL_DIR ${DarkRP2D_SOURCE_DIR}/external)
set(SDL2_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2-2.0.8)
set(GLEW_DIR ${DarkRP2D_EXTERNAL_DIR}/glew-2.1.0)
set(SDL2_Image_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2_image-2.0.3)
set(FREETYPE_DIR ${DarkRP2D_EXTERNAL_DIR}/freetype-2.9)
set(GLM_DIR ${DarkRP2D_EXTERNAL_DIR}/glm-0.9.9-a2)
set(BOX2D_DIR ${DarkRP2D_EXTERNAL_DIR}/Box2D-2.3.1)
set(IMGUI_DIR ${DarkRP2D_EXTERNAL_DIR}/imgui-1.60)
set(ENTITYX_DIR ${DarkRP2D_EXTERNAL_DIR}/entityx-1.1.2)
#Libs
find_package(SDL2 REQUIRED CONFIG)
include_directories(${SDL2_INCLUDE_DIRS})
find_package(SDL2_Image REQUIRED CONFIG)
include_directories(${SDL2_IMAGE_INCLUDE_DIRS})
find_package(GLEW REQUIRED CONFIG)
include_directories(${GLEW_INCLUDE_DIRS})
find_package(FREETYPE REQUIRED CONFIG)
include_directories(${FREETYPE_INCLUDE_DIRS})
find_package(GLM REQUIRED CONFIG)
include_directories(${GLM_INCLUDE_DIRS})
find_package(OPENGL REQUIRED)
find_package(BOX2D REQUIRED CONFIG)
include_directories(${BOX2D_INCLUDE_DIRS})
include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
conan_basic_setup()
find_package(ENTITYX REQUIRED CONFIG)
include_directories(${ENTITYX_INCLUDE_DIRS})
MESSAGE( STATUS "Entityx Lib: " ${ENTITYX_LIBRARIES} )
MESSAGE( STATUS "OpenGL Lib: " ${OPENGL_gl_LIBRARY} )
MESSAGE( STATUS "SDL2 Lib: " ${SDL2_LIBRARIES} )
MESSAGE( STATUS "SDL2_IMG Lib: " ${SDL2_IMAGE_LIBRARIES} )
MESSAGE( STATUS "Glew Lib: " ${GLEW_LIBRARIES} )
MESSAGE( STATUS "Freetype lib: " ${FREETYPE_LIBRARIES} )
MESSAGE( STATUS "Box2D lib: " ${BOX2D_LIBRARIES} )
MESSAGE( STATUS "Conan Libs: " "${CONAN_LIBS}")
file(GLOB_RECURSE DarkRP2D_SOURCE_FILES ${DarkRP2D_SOURCE_DIR}/src/*.cpp)
if (${CMAKE_BUILD_TYPE} MATCHES "DEBUG")
if (${CMAKE_BUILD_TYPE} MATCHES "Debug")
# Include imgui to build
file(GLOB IMGUI_SOURCE_FILES ${IMGUI_DIR}/*.cpp)
include_directories(${IMGUI_DIR}/include)
set(DarkRP2D_SOURCE_FILES ${DarkRP2D_SOURCE_FILES} ${IMGUI_SOURCE_FILES})
endif (${CMAKE_BUILD_TYPE} MATCHES "DEBUG")
# Exclude if Release
endif (${CMAKE_BUILD_TYPE} MATCHES "Debug")
add_executable(DarkRP2D ${DarkRP2D_SOURCE_FILES})
target_link_libraries(DarkRP2D ${SDL2_LIBRARIES}
${SDL2_IMAGE_LIBRARIES}
${GLEW_LIBRARIES}
${FREETYPE_LIBRARIES}
target_link_libraries(DarkRP2D
${OPENGL_gl_LIBRARY}
${BOX2D_LIBRARIES}
${ENTITYX_LIBRARIES})
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${FREETYPE_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${GLEW_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${BOX2D_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${ENTITYX_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_IMAGE_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_PNG_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_ZLIB_DLL} ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "copys binaries from to ${CMAKE_CURRENT_BINARY_DIR}"
)
${CONAN_LIBS})
set (RESOURCE_DIR "${DarkRP2D_SOURCE_DIR}/resources")
add_custom_command(

18
conanfile.txt Normal file
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@@ -0,0 +1,18 @@
[requires]
GameEngine/0.0.1@gulum/stable
box2d/2.3.1@conan/stable
glm/0.9.9.1@g-truc/stable
EntityX/1.1.2@gulum/stable
freetype/2.9.0@bincrafters/stable
sdl2/2.0.9@bincrafters/stable
sdl2_image/2.0.4@bincrafters/stable
glew/2.1.0@bincrafters/stable
imgui/1.63@bincrafters/stable
vscodepropertiesgen/0.1@mkovalchik/stable
[generators]
cmake
VSCodeProperties
[imports]
bin, *.dll -> ./bin # Copies all dll files from packages bin folder to my "./" folder

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@@ -1,41 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(DarkRP2D_DEDICATED_SERVER)
set (CMAKE_CXX_STANDARD 11)
include(ExternalProject)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE RELEASE)
add_definitions(-DNDEBUG)
endif(NOT CMAKE_BUILD_TYPE)
MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
MESSAGE( STATUS "DarkRP2D_DEDICATED_SERVER_SOURCE_DIR: " ${DarkRP2D_DEDICATED_SERVER_SOURCE_DIR} )
set(DarkRP2D_EXTERNAL_DIR ${DarkRP2D_DEDICATED_SERVER_SOURCE_DIR}/../external)
set(SDL2_net_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2_net-2.0.1)
set(SDL2_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2-2.0.8)
#Libs
find_package(SDL2 REQUIRED CONFIG)
include_directories(${SDL2_INCLUDE_DIRS})
find_package(SDL2_net REQUIRED CONFIG)
include_directories(${SDL2_NET_INCLUDE_DIRS})
MESSAGE( STATUS "SDL2 Lib: " ${SDL2_LIBRARIES} )
MESSAGE( STATUS "SDL2_NET Lib: " ${SDL2_NET_LIBRARIES} )
file(GLOB_RECURSE DarkRP2D_DEDICATED_SERVER_SOURCE_FILES ${DarkRP2D_DEDICATED_SERVER_SOURCE_DIR}/src/*.cpp)
add_executable(DarkRP2DDServer ${DarkRP2D_DEDICATED_SERVER_SOURCE_FILES})
target_link_libraries(DarkRP2DDServer ${SDL2_LIBRARIES}
${SDL2_NET_LIBRARIES} )
add_custom_target(CopyBinaries
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} ${CMAKE_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_NET_DLL} ${CMAKE_BINARY_DIR}
)
add_dependencies(DarkRP2DDServer CopyBinaries)

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@@ -1,9 +0,0 @@
#pragma once
namespace constants {
const int CLIENT_PORT = 9999;
const int MAX_CLIENTS = 128;
}

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@@ -1,85 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <string>
#include <iostream>
#include <SDL_net.h>
int main(int argc, char *argv[])
{
TCPsocket sd, csd; /* Socket descriptor, Client socket descriptor */
IPaddress ip, *remoteIP;
int quit, quit2;
char buffer[512];
std::cout << "Starting DarkRP2D Server..." << std::endl;
if (SDLNet_Init() < 0)
{
fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
exit(EXIT_FAILURE);
}
/* Resolving the host using NULL make network interface to listen */
if (SDLNet_ResolveHost(&ip, NULL, 9999) < 0)
{
fprintf(stderr, "SDLNet_ResolveHost: %s\n", SDLNet_GetError());
exit(EXIT_FAILURE);
}
/* Open a connection with the IP provided (listen on the host's port) */
if (!(sd = SDLNet_TCP_Open(&ip)))
{
fprintf(stderr, "SDLNet_TCP_Open: %s\n", SDLNet_GetError());
exit(EXIT_FAILURE);
}
std::cout << "DarkRP2D Server started." << std::endl;
std::cout << "Waiting for a Connection!" << std::endl;
/* Wait for a connection, send data and term */ quit = 0;
while (!quit)
{ /* This check the sd if there is a pending connection. * If there is one, accept that, and open a new socket for communicating */
if ((csd = SDLNet_TCP_Accept(sd)))
{ /* Now we can communicate with the client using csd socket * sd will remain opened waiting other connections */
/* Get the remote address */
if ((remoteIP = SDLNet_TCP_GetPeerAddress(csd))) /* Print the address, converting in the host format */
printf("Host connected: %x %d\n", SDLNet_Read32(&remoteIP->host), SDLNet_Read16(&remoteIP->port));
else
fprintf(stderr, "SDLNet_TCP_GetPeerAddress: %s\n", SDLNet_GetError());
quit2 = 0;
while (!quit2)
{
if (SDLNet_TCP_Recv(csd, buffer, 512) > 0)
{
printf("Client say: %s\n", buffer);
if (strcmp(buffer, "exit") == 0) /* Terminate this connection */
{
quit2 = 1;
printf("Terminate connection\n");
}
if (strcmp(buffer, "quit") == 0) /* Quit the program */
{
quit2 = 1;
quit = 1;
printf("Quit program\n");
}
}
}
/* Close the client socket */ SDLNet_TCP_Close(csd);
}
}
std::cout << "Server is closing..." << std::endl;
SDLNet_TCP_Close(sd);
SDLNet_Quit();
std::cout << "Server closed!" << std::endl;
return EXIT_SUCCESS;
return 0;
}

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@@ -1,22 +0,0 @@
#pragma once
#define CONNECTION_REQUEST 0x01
#define CONNECTION_ACCEPTED 0x02
#define CONNECTION_DENIED 0x03
struct ConnectionRequest {
ConnectionRequest() : type(CONNECTION_REQUEST) {}
char type = CONNECTION_REQUEST;
};
struct ConnectionAccepted {
ConnectionAccepted() : type(CONNECTION_ACCEPTED) {}
char type;
int index;
};
struct ConnectionDenied {
ConnectionDenied() : type(CONNECTION_DENIED) {}
char type;
};

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@@ -1,164 +0,0 @@
#include "Server.h"
#include "Protocoll.h"
#include <string>
#include <iostream>
#include <thread>
Server::Server(int port) : m_maxClients(constants::MAX_CLIENTS), m_clientConnected{0}
{
udpSocket = SDLNet_UDP_Open(port);
if (udpSocket == nullptr)
{
std::cout << "\tSDLNet_UDP_Open failed : " << SDLNet_GetError() << std::endl;
}
std::cout << "Server was started and is listening on port: " << port << std::endl;
//Creating ConnectionAccepted packet!
// Allocate udp packet with 512 byte size
connectionAccepted = SDLNet_AllocPacket(512);
if (connectionAccepted == nullptr)
{
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
}
ConnectionAccepted conAcc = ConnectionAccepted();
memcpy(connectionAccepted->data, &conAcc, sizeof(ConnectionAccepted));
connectionAccepted->len = sizeof(ConnectionAccepted);
connectionDenied = SDLNet_AllocPacket(512);
if (connectionDenied == nullptr)
{
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
}
ConnectionDenied conDen = ConnectionDenied();
memcpy(connectionDenied->data, &conDen, sizeof(ConnectionDenied));
connectionDenied->len = sizeof(ConnectionDenied);
//Creating receiver packet!
receivedPacket = SDLNet_AllocPacket(512);
if (receivedPacket == nullptr)
{
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
}
}
int Server::FindFreeClientIndex() const
{
for (int i = 0; i < m_maxClients; ++i)
{
if (!m_clientConnected[i])
return i;
}
return -1;
}
int Server::FindExistingClientIndex(const IPaddress &ip) const
{
for (int i = 0; i < m_maxClients; ++i)
{
if (m_clientConnected[i] && m_clients[i].host == ip.host && m_clients[i].port == ip.port)
return i;
}
return -1;
}
bool Server::IsClientConnected(int clientIndex) const
{
return m_clientConnected[clientIndex];
}
const IPaddress &Server::GetClientAddress(int clientIndex) const
{
return m_clients[clientIndex];
}
void Server::update(unsigned int delta)
{
//Receive packages
if (SDLNet_UDP_Recv(udpSocket, receivedPacket))
{
switch (*(receivedPacket->data))
{
case CONNECTION_REQUEST:
std::cout << "Connection request package received\n";
int freeIndex;
if ((freeIndex = this->FindFreeClientIndex()) == -1)
{
std::cout << "Connection denied because server full" << std::endl;
//Send Connection denied
this->sendConnectionDenied(receivedPacket->address);
break;
}
std::cout << "Free index found: " << freeIndex << std::endl;
int indexOfExistingClient;
if ((indexOfExistingClient = FindExistingClientIndex(receivedPacket->address)) == -1)
{
std::cout << "Client doesent exist create new" << std::endl;
m_clients[freeIndex] = receivedPacket->address;
m_clientConnected[freeIndex] = true;
//Send connection accepted with index
this->sendConnectionAccepted(receivedPacket->address, freeIndex);
m_numConnectedClients++;
break;
}
else
{
std::cout << "Client exist sending accepted" << std::endl;
//Send connection accepted with index
this->sendConnectionAccepted(receivedPacket->address, indexOfExistingClient);
}
break;
default:
break;
}
}
//Wait 10 sec
using namespace std::chrono_literals;
std::this_thread::sleep_for(1s);
//Send data
/*for(auto &value: clients) {
value.send(this->udpSocket,*helloWorldPacket);
}
std::cout << "Data was send!!" << std::endl;*/
}
bool Server::sendPacket(UDPpacket &packet)
{
// Send
// SDLNet_UDP_Send returns number of packets sent. 0 means error
if (SDLNet_UDP_Send(this->udpSocket, -1, &packet) == 0)
{
std::cout << "\tSDLNet_UDP_Send failed : " << SDLNet_GetError() << "\n"
<< "==========================================================================================================\n";
return false;
}
return true;
}
bool Server::sendConnectionDenied(IPaddress dest)
{
this->connectionDenied->address.host = dest.host;
this->connectionDenied->address.port = dest.port;
return this->sendPacket(*connectionDenied);
}
bool Server::sendConnectionAccepted(IPaddress dest, int index)
{
this->connectionAccepted->address.host = dest.host;
this->connectionAccepted->address.port = dest.port;
((ConnectionAccepted *) connectionAccepted->data)->index = index;
return this->sendPacket(*connectionAccepted);
}
Server::~Server()
{
SDLNet_FreePacket(receivedPacket);
SDLNet_FreePacket(connectionAccepted);
SDLNet_UDP_Close(udpSocket);
}

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@@ -1,36 +0,0 @@
#pragma once
#include <SDL_net.h>
#include "Constants.h"
class Server {
public:
Server(int port);
~Server();
int FindFreeClientIndex() const;
int FindExistingClientIndex( const IPaddress &ip ) const;
bool IsClientConnected( int clientIndex ) const;
const IPaddress & GetClientAddress( int clientIndex ) const;
void update(unsigned int delta);
void gameTick();
private:
UDPsocket udpSocket;
UDPpacket *connectionDenied;
UDPpacket *connectionAccepted;
UDPpacket *receivedPacket;
int m_maxClients;
int m_numConnectedClients;
bool m_clientConnected[constants::MAX_CLIENTS];
IPaddress m_clients[constants::MAX_CLIENTS];
bool sendPacket(UDPpacket &packet);
bool sendConnectionDenied(IPaddress dest);
bool sendConnectionAccepted(IPaddress dest, int index);
};

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@@ -80,7 +80,6 @@ void DarkRP2D::render(unsigned int delta)
#ifndef NDEBUG
ImGui_ImplSdlGL3_NewFrame(gWindow);
#endif
//texttest
Shader bitmapShader = assets->getShader("bitmapShader");
font->drawText(bitmapShader, "Hallo du noob", 25.0f, 25.0f, 1.f, glm::vec3(0.5f, 0.8f, 0.2f));

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@@ -8,6 +8,8 @@
#include "DarkRP2D.h"
#include "Utility.h"
#include <GameEngine.h>
using namespace std;
static SDL_Window *gWindow = NULL;
@@ -17,7 +19,35 @@ static bool gameQuit = false;
void dispose();
bool initSDL();
int main(int argc, char *argv[])
class DarkRP2DD : public GE::Application
{
void create() override
{
}
virtual void update() override
{
}
virtual void render() override
{
}
virtual void resize() override
{
}
};
GE::Application* CreateApplication()
{
return new DarkRP2DD();
}
/*int main(int argc, char *argv[])
{
//Init SDL_Window, SDL_Surface, SDL_Renderer
if (!initSDL())
@@ -40,7 +70,7 @@ int main(int argc, char *argv[])
dispose();
return 0;
}
}*/
void Game::exit()
{

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@@ -85,8 +85,6 @@ void Utility::Debug::ImGuiLogger::Draw(const char *title, bool *p_open)
ImGui::End();
}
#endif //NDEBUG
void APIENTRY Utility::openglCallbackFunction(GLenum source,
GLenum type,
GLuint id,
@@ -153,6 +151,7 @@ void APIENTRY Utility::openglCallbackFunction(GLenum source,
break;
}
}
#endif //NDEBUG
static const char *Errornames[] = {"OpenGL", "SDL", "GLEW", "Other"};
void Utility::printWarning(ERROR_TYPE type, std::string msg)

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@@ -1,5 +1,4 @@
#ifndef UTILITY_H
#define UTILITY_H
#pragma once
#include <GL/glew.h>
#include <iostream>
@@ -13,10 +12,10 @@
namespace Utility
{
#ifndef NDEBUG
namespace Debug
{
#ifndef NDEBUG
// Usage:
// static ExampleAppLog my_log;
// my_log.AddLog("Hello %d world\n", 123);
@@ -45,9 +44,9 @@ struct ImGuiLogger
};
extern ImGuiLogger openGLLogger;
} // namespace Debug
#endif //NDEBUG
} // namespace Debug
enum ERROR_TYPE
{
@@ -72,4 +71,3 @@ void printError(ERROR_TYPE type, std::string msg);
void printInfo(ERROR_TYPE type, std::string msg);
} // namespace Utility
#endif // UTILITY_H

488
src/imgui_impl_sdl_gl3.cpp Normal file
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@@ -0,0 +1,488 @@
// ImGui SDL2 binding with OpenGL3
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Missing features:
// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// 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
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 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.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include "imgui_impl_sdl_gl3.h"
// SDL,GL3W
#include <SDL.h>
#include <SDL_syswm.h>
#include <GL/glew.h>
// SDL data
static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
// OpenGL data
static char g_GlslVersion[32] = "#version 150";
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_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] =
{
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{-1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
GLuint vao_handle = 0;
glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// Draw
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;
}
}
glDeleteVertexArrays(1, &vao_handle);
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
{
return SDL_GetClipboardText();
}
static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
// 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.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_MOUSEWHEEL:
{
if (event->wheel.x > 0) io.MouseWheelH += 1;
if (event->wheel.x < 0) io.MouseWheelH -= 1;
if (event->wheel.y > 0) io.MouseWheel += 1;
if (event->wheel.y < 0) io.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.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
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 =
"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 =
"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";
const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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);
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_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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, const char* glsl_version)
{
// Store GL version string so we can refer to it later in case we recreate shaders.
if (glsl_version == NULL)
glsl_version = "#version 150";
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
io.ClipboardUserData = NULL;
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
#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()
{
// Destroy SDL mouse cursors
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(g_MouseCursors[cursor_n]);
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
// Destroy OpenGL objects
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
}
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 (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & 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] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
// We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
io.MousePos = ImVec2((float)mx, (float)my);
bool any_mouse_button_down = false;
for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
any_mouse_button_down |= io.MouseDown[n];
if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
SDL_CaptureMouse(SDL_TRUE);
if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
SDL_CaptureMouse(SDL_FALSE);
#else
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
{
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
SDL_ShowCursor(0);
}
else
{
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(1);
}
}
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

26
src/imgui_impl_sdl_gl3.h Normal file
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@@ -0,0 +1,26 @@
// ImGui SDL2 binding with OpenGL3
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Missing features:
// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// 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, const char* glsl_version = NULL);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
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();

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@@ -1,41 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(DarkRP2D_TEST_CLIENT)
set (CMAKE_CXX_STANDARD 11)
include(ExternalProject)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE RELEASE)
add_definitions(-DNDEBUG)
endif(NOT CMAKE_BUILD_TYPE)
MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
MESSAGE( STATUS "DarkRP2D_TEST_CLIENT_SOURCE_DIR: " ${DarkRP2D_TEST_CLIENT_SOURCE_DIR} )
set(DarkRP2D_EXTERNAL_DIR ${DarkRP2D_TEST_CLIENT_SOURCE_DIR}/../external)
set(SDL2_net_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2_net-2.0.1)
set(SDL2_DIR ${DarkRP2D_EXTERNAL_DIR}/SDL2-2.0.8)
#Libs
find_package(SDL2 REQUIRED CONFIG)
include_directories(${SDL2_INCLUDE_DIRS})
find_package(SDL2_net REQUIRED CONFIG)
include_directories(${SDL2_NET_INCLUDE_DIRS})
MESSAGE( STATUS "SDL2 Lib: " ${SDL2_LIBRARIES} )
MESSAGE( STATUS "SDL2_NET Lib: " ${SDL2_NET_LIBRARIES} )
file(GLOB_RECURSE DarkRP2D_TEST_CLIENT_SOURCE_FILES ${DarkRP2D_TEST_CLIENT_SOURCE_DIR}/src/*.cpp)
add_executable(DarkRP2DTestClient ${DarkRP2D_TEST_CLIENT_SOURCE_FILES})
target_link_libraries(DarkRP2DTestClient ${SDL2_LIBRARIES}
${SDL2_NET_LIBRARIES} )
add_custom_target(CopyBinaries
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} ${CMAKE_BINARY_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_NET_DLL} ${CMAKE_BINARY_DIR}
)
add_dependencies(DarkRP2DTestClient CopyBinaries)

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@@ -1,87 +0,0 @@
#include "Client.h"
#include "Constants.h"
#include "Protocoll.h"
#include <iostream>
#include <thread>
Client::Client(std::string _serverIP, int port) : connected(new Connected(this)),
connecting(new Connecting(this)),
disconnected(new Disconnected(this))
{
udpSocket = SDLNet_UDP_Open(constants::CLIENT_PORT);
if (udpSocket == nullptr)
{
std::cout << "\tSDLNet_UDP_Open failed : " << SDLNet_GetError() << std::endl;
}
// Set IP and port number with correct endianess
if (SDLNet_ResolveHost(&serverIP, _serverIP.c_str(), port) == -1)
{
std::cout << "\tSDLNet_ResolveHost failed : " << SDLNet_GetError() << std::endl;
}
connectionRequest = SDLNet_AllocPacket(512);
if (connectionRequest == nullptr)
{
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
}
ConnectionRequest conReq = ConnectionRequest();
memcpy(connectionRequest->data, &conReq, sizeof(ConnectionRequest));
connectionRequest->len = sizeof(ConnectionRequest);
receivedPacket = SDLNet_AllocPacket(512);
if (receivedPacket == nullptr)
{
std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
}
this->setClientState(connecting);
}
void Client::setClientState(ClientState *state)
{
std::cout << "State changed!" << std::endl;
currentState = state;
}
void Client::update(unsigned int delta)
{
currentState->update(delta);
using namespace std::chrono_literals;
std::this_thread::sleep_for(2s);
}
bool Client::sendConnectionRequest(IPaddress dest)
{
connectionRequest->address.host = dest.host;
connectionRequest->address.port = dest.port;
return this->sendPacket(*connectionRequest);
}
bool Client::sendPacket(UDPpacket &packet)
{
// Send
// SDLNet_UDP_Send returns number of packets sent. 0 means error
if (SDLNet_UDP_Send(this->udpSocket, -1, &packet) == 0)
{
std::cout << "\tSDLNet_UDP_Send failed : " << SDLNet_GetError() << "\n"
<< "==========================================================================================================\n";
return false;
}
return true;
}
Client::~Client()
{
delete connected;
delete connecting;
delete disconnected;
SDLNet_FreePacket(connectionRequest);
SDLNet_FreePacket(receivedPacket);
SDLNet_UDP_Close(udpSocket);
}

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@@ -1,37 +0,0 @@
#pragma once
#include <SDL_net.h>
#include <string>
class Client;
#include "ClientStates.h"
class Client {
public:
Client(std::string serverIP, int port);
~Client();
Client(const Client&) = delete;
void setClientState(ClientState *state);
void update(unsigned int delta);
bool sendConnectionRequest(IPaddress dest);
bool sendPacket(UDPpacket &packet);
UDPsocket udpSocket;
IPaddress serverIP;
UDPpacket *connectionRequest;
UDPpacket *receivedPacket;
ClientState *currentState;
Connected *connected;
Connecting *connecting;
Disconnected *disconnected;
};

View File

@@ -1,40 +0,0 @@
#include "ClientStates.h"
#include "Protocoll.h"
#include <iostream>
void Connecting::update(unsigned int delta)
{
std::cout << "Connecting.. (Sending Request)" << std::endl;
m_client->sendConnectionRequest(m_client->serverIP);
if (SDLNet_UDP_Recv(m_client->udpSocket, m_client->receivedPacket))
{
std::cout << "Something received.." << std::endl;
switch (*(m_client->receivedPacket->data))
{
case CONNECTION_ACCEPTED:
{
int index = ((ConnectionAccepted *)(m_client->receivedPacket->data))->index;
std::cout << "Server accepted Connection! My Index ist: " << index << std::endl;
m_client->setClientState(m_client->connected);
}
break;
case CONNECTION_DENIED:
std::cout << "Server denied Connection!" << std::endl;
m_client->setClientState(m_client->disconnected);
default:
break;
}
}
}
void Connected::update(unsigned int delta)
{
std::cout << "I AM IN CONNECTED STATE!" << std::endl;
}
void Disconnected::update(unsigned int delta)
{
std::cout << "I AM IN DISCONNECTED STATE!" << std::endl;
}

View File

@@ -1,47 +0,0 @@
#pragma once
class ClientState;
class Connecting;
class Connected;
class Disconnected;
#include "Client.h"
class ClientState
{
public:
virtual void update(unsigned int delta) = 0;
};
class Connecting : public ClientState {
public:
Connecting(Client *client) : m_client(client) {}
virtual void update(unsigned int delta) override;
private:
Client *m_client;
};
class Connected : public ClientState
{
public:
Connected(Client *client) : m_client(client) {}
virtual void update(unsigned int delta) override;
private:
Client *m_client;
};
class Disconnected : public ClientState
{
public:
Disconnected(Client *client) : m_client(client) {}
virtual void update(unsigned int delta) override;
private:
Client *m_client;
};

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@@ -1,8 +0,0 @@
#pragma once
namespace constants {
const int CLIENT_PORT = 9999;
}

View File

@@ -1,22 +0,0 @@
#pragma once
#define CONNECTION_REQUEST 0x01
#define CONNECTION_ACCEPTED 0x02
#define CONNECTION_DENIED 0x03
struct ConnectionRequest {
ConnectionRequest() : type(CONNECTION_REQUEST) {}
char type = CONNECTION_REQUEST;
};
struct ConnectionAccepted {
ConnectionAccepted() : type(CONNECTION_ACCEPTED) {}
char type;
int index;
};
struct ConnectionDenied {
ConnectionDenied() : type(CONNECTION_DENIED) {}
char type;
};

View File

@@ -1,33 +0,0 @@
#include <SDL_net.h>
#include <iostream>
#include "Client.h"
int main(int argc, char *argv[])
{
std::cout << "Starting DarkRP2D Client..." << std::endl;
if (SDLNet_Init() < 0)
{
fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
exit(EXIT_FAILURE);
}
bool clientQuit = false;
{
Client client("127.0.0.1",12000);
unsigned int lastTime = SDL_GetTicks(), currentTime, elapsedTime;
while (!clientQuit)
{
currentTime = SDL_GetTicks();
elapsedTime = currentTime - lastTime;
lastTime = currentTime;
client.update(elapsedTime);
}
}
SDLNet_Quit();
std::cout << "Client closed!" << std::endl;
return EXIT_SUCCESS;
}