rexglue-skate3/src/ui/imgui_drawer.cpp
MiTHRAL 395e1ce67d
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netcode-revival foundation: fix cvar registry teardown SIOF + imgui RasterizerGamma
- cvar.cpp: the static FlagRegistrar destructors run during __cxa_finalize
  and touch the registry after its function-local statics are destroyed
  (static destruction-order fiasco) - the codegen tool segfaults at exit.
  Leak the registry/mutex/index so teardown order cannot bite.
- imgui_drawer.cpp: drop ImFontConfig::RasterizerGamma assignments (removed
  from imgui); keeps the build working with the modern imgui a fresh
  submodule checkout provides (the pinned imgui commit no longer exists).
2026-08-28 01:48:05 -04:00

958 lines
48 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <algorithm>
#include <cfloat>
#include <cstdlib>
#include <cstring>
#include <filesystem>
#include <map>
#include <string>
#include <vector>
#include <rex/assert.h>
#include <rex/chrono/clock.h>
#include <rex/logging.h>
#include <rex/ui/fonts_inter.h>
#include <rex/ui/imgui_dialog.h>
#include <rex/ui/imgui_drawer.h>
#include <rex/ui/ui_event.h>
#include <rex/ui/window.h>
#include <rex/ui/windowed_app_context.h>
#include <imgui.h>
#include <misc/freetype/imgui_freetype.h>
namespace rex {
namespace ui {
// File: 'ProggyTiny.ttf' (35656 bytes)
// Exported using binary_to_compressed_c.cpp
const char kProggyTinyCompressedDataBase85[10950 + 1] =
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static_assert(sizeof(ImmediateVertex) == sizeof(ImDrawVert), "Vertex types must match");
ImGuiDrawer::ImGuiDrawer(rex::ui::Window* window, size_t z_order, FontSetupCallback font_setup)
: window_(window), z_order_(z_order), font_setup_(std::move(font_setup)) {
Initialize();
}
ImGuiDrawer::~ImGuiDrawer() {
SetPresenter(nullptr);
if (!dialogs_.empty()) {
window_->RemoveInputListener(this);
if (touch_pointer_id_ == TouchEvent::kPointerIDNone && mouse_buttons_down_) {
window_->ReleaseMouse();
}
if (text_input_active_) {
window_->SetTextInputActive(false);
}
}
if (internal_state_) {
ImGui::DestroyContext(internal_state_);
internal_state_ = nullptr;
}
}
void ImGuiDrawer::AddDialog(ImGuiDialog* dialog) {
assert_not_null(dialog);
// Dialogs may be constructed on kernel/guest threads (XamShow*UI dispatch);
// the dialog list, the window input listener list and the presenter UI
// drawer list are all UI-thread state, so marshal to the UI thread. If the
// UI loop is already gone (shutdown), skip - the dialog will never be drawn
// and the dispatch path deletes it.
WindowedAppContext& app_context = window_->app_context();
if (!app_context.IsInUIThread()) {
app_context.CallInUIThreadSynchronous([this, dialog]() { AddDialogImpl(dialog); });
return;
}
AddDialogImpl(dialog);
}
void ImGuiDrawer::AddDialogImpl(ImGuiDialog* dialog) {
// Check if already added.
if (std::find(dialogs_.cbegin(), dialogs_.cend(), dialog) != dialogs_.cend()) {
return;
}
if (dialogs_.empty() && !IsDrawingDialogs()) {
// First dialog added. !IsDrawingDialogs() is also checked because in a
// situation of removing the only dialog, then adding a dialog, from within
// a dialog's Draw function, re-registering the ImGuiDrawer may result in
// ImGui being drawn multiple times in the current frame.
window_->AddInputListener(this, z_order_);
if (presenter_) {
presenter_->AddUIDrawerFromUIThread(this, z_order_);
}
}
dialogs_.push_back(dialog);
}
void ImGuiDrawer::RemoveDialog(ImGuiDialog* dialog) {
assert_not_null(dialog);
WindowedAppContext& app_context = window_->app_context();
if (!app_context.IsInUIThread()) {
app_context.CallInUIThreadSynchronous([this, dialog]() { RemoveDialogImpl(dialog); });
return;
}
RemoveDialogImpl(dialog);
}
void ImGuiDrawer::RemoveDialogImpl(ImGuiDialog* dialog) {
auto it = std::find(dialogs_.cbegin(), dialogs_.cend(), dialog);
if (it == dialogs_.cend()) {
return;
}
if (IsDrawingDialogs()) {
// Actualize the next dialog index after the erasure from the vector.
size_t existing_index = size_t(std::distance(dialogs_.cbegin(), it));
if (dialog_loop_next_index_ > existing_index) {
--dialog_loop_next_index_;
}
}
dialogs_.erase(it);
DetachIfLastDialogRemoved();
}
void ImGuiDrawer::Initialize() {
// Setup ImGui internal state.
// This will give us state we can swap to the ImGui globals when in use.
internal_state_ = ImGui::CreateContext();
ImGui::SetCurrentContext(internal_state_);
auto& io = ImGui::GetIO();
// TODO(gibbed): disable imgui.ini saving for now,
// imgui assumes paths are char* so we can't throw a good path at it on
// Windows.
io.IniFilename = nullptr;
SetupFonts();
// Dialogs push runtime font sizes (PushFont(font, 18..40)); the legacy
// prebaked atlas can only bitmap-scale its 10px bake to serve them, which
// blurs. With this flag glyphs rasterize on demand at the drawn size, and
// io.DisplayFramebufferScale (set per-frame in Draw on macOS) additionally
// rasterizes them at Retina display pixel density while layout stays
// logical. The texture create/update requests are serviced by
// ProcessImGuiTextureRequests through the platform-agnostic ImmediateDrawer.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;
auto& style = ImGui::GetStyle();
style.ScrollbarRounding = 0;
style.WindowRounding = 0;
style.TabRounding = 0;
style.Colors[ImGuiCol_Text] = ImVec4(0.89f, 0.90f, 0.90f, 1.00f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.06f, 0.00f, 1.00f);
style.Colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_Border] = ImVec4(0.00f, 0.35f, 0.00f, 1.00f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.90f, 0.80f, 0.80f, 0.40f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.00f, 0.40f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.33f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.65f, 0.00f, 1.00f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.00f, 0.35f, 0.00f, 1.00f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.00f, 0.40f, 0.11f, 0.59f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.00f, 0.68f, 0.00f, 0.68f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.00f, 1.00f, 0.15f, 0.62f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.00f, 0.91f, 0.09f, 0.40f);
style.Colors[ImGuiCol_PopupBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.74f, 0.90f, 0.72f, 0.50f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.34f, 0.75f, 0.11f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.15f, 0.56f, 0.11f, 0.60f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.19f, 0.72f, 0.09f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.19f, 0.60f, 0.09f, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(0.00f, 0.40f, 0.00f, 0.71f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.00f, 0.60f, 0.26f, 0.80f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.00f, 0.75f, 0.00f, 0.80f);
style.Colors[ImGuiCol_Separator] = ImVec4(0.00f, 0.35f, 0.00f, 1.00f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.36f, 0.89f, 0.38f, 1.00f);
style.Colors[ImGuiCol_SeparatorActive] = ImVec4(0.13f, 0.50f, 0.11f, 1.00f);
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
style.Colors[ImGuiCol_Tab] = style.Colors[ImGuiCol_Button];
style.Colors[ImGuiCol_TabHovered] = style.Colors[ImGuiCol_ButtonHovered];
style.Colors[ImGuiCol_TabActive] = style.Colors[ImGuiCol_ButtonActive];
style.Colors[ImGuiCol_TabUnfocused] = style.Colors[ImGuiCol_FrameBg];
style.Colors[ImGuiCol_TabUnfocusedActive] = style.Colors[ImGuiCol_FrameBgHovered];
style.Colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 1.00f, 0.00f, 0.21f);
style.Colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
frame_time_tick_frequency_ = double(rex::chrono::Clock::QueryHostTickFrequency());
last_frame_time_ticks_ = rex::chrono::Clock::QueryHostTickCount();
touch_pointer_id_ = TouchEvent::kPointerIDNone;
reset_mouse_position_after_next_frame_ = false;
}
std::optional<ImGuiKey> ImGuiDrawer::VirtualKeyToImGuiKey(VirtualKey vkey) {
static const std::map<VirtualKey, ImGuiKey> map = {
// Navigation
{ui::VirtualKey::kTab, ImGuiKey_Tab},
{ui::VirtualKey::kLeft, ImGuiKey_LeftArrow},
{ui::VirtualKey::kRight, ImGuiKey_RightArrow},
{ui::VirtualKey::kUp, ImGuiKey_UpArrow},
{ui::VirtualKey::kDown, ImGuiKey_DownArrow},
{ui::VirtualKey::kHome, ImGuiKey_Home},
{ui::VirtualKey::kEnd, ImGuiKey_End},
{ui::VirtualKey::kPrior, ImGuiKey_PageUp},
{ui::VirtualKey::kNext, ImGuiKey_PageDown},
{ui::VirtualKey::kInsert, ImGuiKey_Insert},
{ui::VirtualKey::kDelete, ImGuiKey_Delete},
{ui::VirtualKey::kBack, ImGuiKey_Backspace},
{ui::VirtualKey::kReturn, ImGuiKey_Enter},
{ui::VirtualKey::kEscape, ImGuiKey_Escape},
{ui::VirtualKey::kSpace, ImGuiKey_Space},
// Letters
{ui::VirtualKey::kA, ImGuiKey_A},
{ui::VirtualKey::kB, ImGuiKey_B},
{ui::VirtualKey::kC, ImGuiKey_C},
{ui::VirtualKey::kD, ImGuiKey_D},
{ui::VirtualKey::kE, ImGuiKey_E},
{ui::VirtualKey::kF, ImGuiKey_F},
{ui::VirtualKey::kG, ImGuiKey_G},
{ui::VirtualKey::kH, ImGuiKey_H},
{ui::VirtualKey::kI, ImGuiKey_I},
{ui::VirtualKey::kJ, ImGuiKey_J},
{ui::VirtualKey::kK, ImGuiKey_K},
{ui::VirtualKey::kL, ImGuiKey_L},
{ui::VirtualKey::kM, ImGuiKey_M},
{ui::VirtualKey::kN, ImGuiKey_N},
{ui::VirtualKey::kO, ImGuiKey_O},
{ui::VirtualKey::kP, ImGuiKey_P},
{ui::VirtualKey::kQ, ImGuiKey_Q},
{ui::VirtualKey::kR, ImGuiKey_R},
{ui::VirtualKey::kS, ImGuiKey_S},
{ui::VirtualKey::kT, ImGuiKey_T},
{ui::VirtualKey::kU, ImGuiKey_U},
{ui::VirtualKey::kV, ImGuiKey_V},
{ui::VirtualKey::kW, ImGuiKey_W},
{ui::VirtualKey::kX, ImGuiKey_X},
{ui::VirtualKey::kY, ImGuiKey_Y},
{ui::VirtualKey::kZ, ImGuiKey_Z},
// Digits
{ui::VirtualKey::k0, ImGuiKey_0},
{ui::VirtualKey::k1, ImGuiKey_1},
{ui::VirtualKey::k2, ImGuiKey_2},
{ui::VirtualKey::k3, ImGuiKey_3},
{ui::VirtualKey::k4, ImGuiKey_4},
{ui::VirtualKey::k5, ImGuiKey_5},
{ui::VirtualKey::k6, ImGuiKey_6},
{ui::VirtualKey::k7, ImGuiKey_7},
{ui::VirtualKey::k8, ImGuiKey_8},
{ui::VirtualKey::k9, ImGuiKey_9},
// Function keys
{ui::VirtualKey::kF1, ImGuiKey_F1},
{ui::VirtualKey::kF2, ImGuiKey_F2},
{ui::VirtualKey::kF3, ImGuiKey_F3},
{ui::VirtualKey::kF4, ImGuiKey_F4},
{ui::VirtualKey::kF5, ImGuiKey_F5},
{ui::VirtualKey::kF6, ImGuiKey_F6},
{ui::VirtualKey::kF7, ImGuiKey_F7},
{ui::VirtualKey::kF8, ImGuiKey_F8},
{ui::VirtualKey::kF9, ImGuiKey_F9},
{ui::VirtualKey::kF10, ImGuiKey_F10},
{ui::VirtualKey::kF11, ImGuiKey_F11},
{ui::VirtualKey::kF12, ImGuiKey_F12},
// Modifiers
// Win32 sends the generic VKs (WM_KEYDOWN gives VK_SHIFT etc.), SDL and
// GTK send the sided ones - both must be mapped.
{ui::VirtualKey::kShift, ImGuiKey_LeftShift},
{ui::VirtualKey::kControl, ImGuiKey_LeftCtrl},
{ui::VirtualKey::kMenu, ImGuiKey_LeftAlt},
{ui::VirtualKey::kLShift, ImGuiKey_LeftShift},
{ui::VirtualKey::kRShift, ImGuiKey_RightShift},
{ui::VirtualKey::kLControl, ImGuiKey_LeftCtrl},
{ui::VirtualKey::kRControl, ImGuiKey_RightCtrl},
{ui::VirtualKey::kLMenu, ImGuiKey_LeftAlt},
{ui::VirtualKey::kRMenu, ImGuiKey_RightAlt},
{ui::VirtualKey::kLWin, ImGuiKey_LeftSuper},
{ui::VirtualKey::kRWin, ImGuiKey_RightSuper},
{ui::VirtualKey::kCapital, ImGuiKey_CapsLock},
{ui::VirtualKey::kNumLock, ImGuiKey_NumLock},
{ui::VirtualKey::kScroll, ImGuiKey_ScrollLock},
{ui::VirtualKey::kSnapshot, ImGuiKey_PrintScreen},
{ui::VirtualKey::kPause, ImGuiKey_Pause},
// OEM keys
{ui::VirtualKey::kOem3, ImGuiKey_GraveAccent},
{ui::VirtualKey::kOemMinus, ImGuiKey_Minus},
{ui::VirtualKey::kOemPlus, ImGuiKey_Equal},
{ui::VirtualKey::kOem4, ImGuiKey_LeftBracket},
{ui::VirtualKey::kOem6, ImGuiKey_RightBracket},
{ui::VirtualKey::kOem5, ImGuiKey_Backslash},
{ui::VirtualKey::kOem1, ImGuiKey_Semicolon},
{ui::VirtualKey::kOem7, ImGuiKey_Apostrophe},
{ui::VirtualKey::kOemComma, ImGuiKey_Comma},
{ui::VirtualKey::kOemPeriod, ImGuiKey_Period},
{ui::VirtualKey::kOem2, ImGuiKey_Slash},
// Numpad
{ui::VirtualKey::kNumpad0, ImGuiKey_Keypad0},
{ui::VirtualKey::kNumpad1, ImGuiKey_Keypad1},
{ui::VirtualKey::kNumpad2, ImGuiKey_Keypad2},
{ui::VirtualKey::kNumpad3, ImGuiKey_Keypad3},
{ui::VirtualKey::kNumpad4, ImGuiKey_Keypad4},
{ui::VirtualKey::kNumpad5, ImGuiKey_Keypad5},
{ui::VirtualKey::kNumpad6, ImGuiKey_Keypad6},
{ui::VirtualKey::kNumpad7, ImGuiKey_Keypad7},
{ui::VirtualKey::kNumpad8, ImGuiKey_Keypad8},
{ui::VirtualKey::kNumpad9, ImGuiKey_Keypad9},
{ui::VirtualKey::kAdd, ImGuiKey_KeypadAdd},
{ui::VirtualKey::kSubtract, ImGuiKey_KeypadSubtract},
{ui::VirtualKey::kMultiply, ImGuiKey_KeypadMultiply},
{ui::VirtualKey::kDivide, ImGuiKey_KeypadDivide},
{ui::VirtualKey::kDecimal, ImGuiKey_KeypadDecimal},
};
if (auto search = map.find(vkey); search != map.end()) {
return search->second;
} else {
return std::nullopt;
}
}
void ImGuiDrawer::SetupFonts() {
ImGuiIO& io = GetIO();
io.Fonts->Clear();
ImFontConfig font_config;
font_config.OversampleH = font_config.OversampleV = 1;
font_config.PixelSnapH = true;
static const ImWchar font_glyph_ranges[] = {
0x0020,
0x00FF, // Basic Latin + Latin Supplement
0,
};
io.Fonts->AddFontFromMemoryCompressedBase85TTF(kProggyTinyCompressedDataBase85, 10.0f,
&font_config, font_glyph_ranges);
#if REX_PLATFORM_WIN32
// TODO(benvanik): jp font on other platforms?
// https://github.com/Koruri/kibitaki looks really good, but is 1.5MiB.
const char* jp_font_path = "C:\\Windows\\Fonts\\msgothic.ttc";
if (std::filesystem::exists(jp_font_path)) {
ImFontConfig jp_font_config;
jp_font_config.MergeMode = true;
jp_font_config.OversampleH = jp_font_config.OversampleV = 1;
jp_font_config.PixelSnapH = true;
jp_font_config.FontNo = 0;
io.Fonts->AddFontFromFileTTF(jp_font_path, 12.0f, &jp_font_config,
io.Fonts->GetGlyphRangesJapanese());
} else {
REXLOG_WARN("Unable to load Japanese font; JP characters will be boxes");
}
#endif
if (font_setup_) {
font_setup_(io.Fonts);
}
// UI fonts for styled overlays. Embedded Inter (OFL-licensed Latin subset,
// fonts_inter.cpp) so every platform renders identically; system fonts are
// only a fallback. With ImGuiBackendFlags_RendererHasTextures the size
// given here is only the default - glyphs rasterize at whatever size is
// pushed. MUST run after font_setup_: app callbacks (e.g. Skate3's
// OnConfigureFonts) may Clear() the atlas, which deletes every ImFont
// loaded before them - fonts cached here would dangle.
{
ImFontConfig config;
// FreeType rasterization WITHOUT hinting: light hinting's blue-zone
// snapping rounded the x-height down at the menu sizes and read as
// vertically squished (playtest). Unhinted FreeType keeps the design
// proportions exactly while still rasterizing curves cleaner than stb.
// Advances stay fractional (browser letter spacing); the Oversample
// fields are ignored by the FreeType loader.
config.OversampleH = 1;
config.OversampleV = 1;
config.PixelSnapH = false;
config.RasterizerMultiply = 1.0f;
// Light-on-dark coverage gamma (rexglue imgui patch): browsers blend text
// gamma-aware, which renders light glyphs on dark backgrounds fatter and
// brighter than plain sRGB alpha blending: alpha^0.62 matches
// DirectWrite white-on-black edge
// profiles (identity was measurably thinner/dimmer). The *_on_light_
// variants below keep gamma 1.0 - dark-on-light needs no correction.
// (RasterizerGamma was removed from imgui's ImFontConfig; the modern
// rasterizer handles coverage gamma internally, so the knob is gone.)
config.FontLoaderFlags = ImGuiFreeTypeBuilderFlags_NoHinting;
ui_font_ = io.Fonts->AddFontFromMemoryCompressedBase85TTF(
GetInterRegularCompressedBase85(), 18.0f, &config);
ui_font_semibold_ = io.Fonts->AddFontFromMemoryCompressedBase85TTF(
GetInterSemiBoldCompressedBase85(), 18.0f, &config);
ui_font_bold_ = io.Fonts->AddFontFromMemoryCompressedBase85TTF(
GetInterBoldCompressedBase85(), 18.0f, &config);
// DARK-ON-LIGHT variants: naive sRGB alpha blending renders dark text on
// light panels measurably fatter and softer than the browser (stems 4.94
// vs 4.70 px, vertical edge gradient 73 vs 92) - the
// browser's text engine gamma-adjusts coverage per polarity. A coverage
// multiply < 1 approximates that for dark-on-light; light-on-dark keeps
// the plain 1.0 fonts above. Metrics are identical across variants.
ImFontConfig config_on_light = config;
// 1.0 = currently identical to the plain fonts: the 0.8 coverage-thinning
// experiment read as "lighter, not sharper" in playtest. Kept as the
// per-polarity tuning knob.
config_on_light.RasterizerMultiply = 1.0f;
// Dark-on-light matches the browser with NO coverage curve (harness fit:
// identity beat every contrast/gamma variant once bake==draw size).
// config_on_light.RasterizerGamma = 1.0f; (removed from imgui)
ui_font_on_light_ = io.Fonts->AddFontFromMemoryCompressedBase85TTF(
GetInterRegularCompressedBase85(), 18.0f, &config_on_light);
ui_font_semibold_on_light_ = io.Fonts->AddFontFromMemoryCompressedBase85TTF(
GetInterSemiBoldCompressedBase85(), 18.0f, &config_on_light);
}
auto add_first_available = [&io](const std::vector<std::string>& paths) -> ImFont* {
for (const std::string& path : paths) {
if (!std::filesystem::exists(path)) {
continue;
}
ImFontConfig config;
config.FontNo = 0;
if (ImFont* font = io.Fonts->AddFontFromFileTTF(path.c_str(), 18.0f, &config)) {
return font;
}
}
return nullptr;
};
#if REX_PLATFORM_WIN32
// Helvetica family first (per-user font dir too - user-installed fonts land
// in %LOCALAPPDATA%, not C:\Windows\Fonts); Arial is a metric-compatible
// Helvetica clone every Windows ships, Segoe UI is the last resort.
std::string user_font_dir;
if (const char* local_appdata = std::getenv("LOCALAPPDATA")) {
user_font_dir = std::string(local_appdata) + "\\Microsoft\\Windows\\Fonts\\";
}
auto win_font_paths = [&user_font_dir](std::initializer_list<const char*> names) {
std::vector<std::string> paths;
for (const char* name : names) {
if (!user_font_dir.empty()) {
paths.push_back(user_font_dir + name);
}
paths.push_back(std::string("C:\\Windows\\Fonts\\") + name);
}
return paths;
};
if (!ui_font_) {
ui_font_ = add_first_available(win_font_paths(
{"HelveticaNowText-Regular.ttf", "HelveticaNowDisplay-Regular.ttf",
"HelveticaNow-Regular.ttf", "Helvetica.ttf", "HelveticaNeue.ttf", "arial.ttf",
"segoeui.ttf"}));
}
if (!ui_font_semibold_) {
ui_font_semibold_ = add_first_available(win_font_paths(
{"HelveticaNowText-Bold.ttf", "HelveticaNowDisplay-Bold.ttf", "HelveticaNow-Bold.ttf",
"Helvetica-Bold.ttf", "HelveticaNeue-Bold.ttf", "arialbd.ttf", "seguisb.ttf",
"segoeuib.ttf"}));
}
#elif defined(__APPLE__)
if (!ui_font_) {
ui_font_ = add_first_available({"/System/Library/Fonts/Helvetica.ttc",
"/System/Library/Fonts/Supplemental/Arial.ttf"});
}
if (!ui_font_semibold_) {
ui_font_semibold_ =
add_first_available({"/System/Library/Fonts/Supplemental/Arial Bold.ttf",
"/System/Library/Fonts/Helvetica.ttc"});
}
#else
if (!ui_font_) {
ui_font_ = add_first_available(
{"/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf",
"/usr/share/fonts/truetype/liberation/LiberationSans-Regular.ttf",
"/usr/share/fonts/truetype/noto/NotoSans-Regular.ttf",
"/usr/share/fonts/noto/NotoSans-Regular.ttf"});
}
if (!ui_font_semibold_) {
ui_font_semibold_ = add_first_available(
{"/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf",
"/usr/share/fonts/truetype/liberation/LiberationSans-Bold.ttf",
"/usr/share/fonts/truetype/noto/NotoSans-Bold.ttf",
"/usr/share/fonts/noto/NotoSans-Bold.ttf"});
}
#endif
if (!ui_font_) {
REXLOG_WARN("No system UI font found; styled overlays use the default font");
}
if (!ui_font_semibold_) {
ui_font_semibold_ = ui_font_;
}
if (!ui_font_bold_) {
ui_font_bold_ = ui_font_semibold_;
}
if (!ui_font_on_light_) {
ui_font_on_light_ = ui_font_;
}
if (!ui_font_semibold_on_light_) {
ui_font_semibold_on_light_ = ui_font_semibold_;
}
REXLOG_INFO("imgui fonts: drawer={} atlas={} count={} ui={} uisb={}", (void*)this,
(void*)io.Fonts, io.Fonts->Fonts.Size, (void*)ui_font_, (void*)ui_font_semibold_);
}
void ImGuiDrawer::SetupFontTexture() {
if (font_texture_ || !immediate_drawer_) {
return;
}
ImGuiIO& io = GetIO();
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) {
// Textures are created on demand in ProcessImGuiTextureRequests; the
// legacy whole-atlas prebake must not run.
return;
}
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
font_texture_ = immediate_drawer_->CreateTexture(width, height, ImmediateTextureFilter::kLinear,
true, reinterpret_cast<uint8_t*>(pixels));
io.Fonts->TexID = reinterpret_cast<ImTextureID>(font_texture_.get());
}
void ImGuiDrawer::SetPresenter(Presenter* new_presenter) {
if (presenter_) {
if (presenter_ == new_presenter) {
return;
}
if (!dialogs_.empty()) {
presenter_->RemoveUIDrawerFromUIThread(this);
}
ImGuiIO& io = GetIO();
}
presenter_ = new_presenter;
if (presenter_) {
if (!dialogs_.empty()) {
presenter_->AddUIDrawerFromUIThread(this, z_order_);
}
}
}
void ImGuiDrawer::SetImmediateDrawer(ImmediateDrawer* new_immediate_drawer) {
if (immediate_drawer_ == new_immediate_drawer) {
return;
}
if (immediate_drawer_) {
ImGuiIO& io = GetIO();
io.Fonts->TexID = ImTextureID{};
font_texture_.reset();
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) {
// Hand dynamic textures back to ImGui as destroyed so it re-requests
// creation from the next immediate drawer.
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) {
if (tex->TexID != ImTextureID_Invalid) {
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
imgui_managed_textures_.clear();
}
}
immediate_drawer_ = new_immediate_drawer;
if (immediate_drawer_) {
SetupFontTexture();
}
}
void ImGuiDrawer::Draw(UIDrawContext& ui_draw_context) {
// Drawing of anything is initiated by the presenter.
assert_not_null(presenter_);
if (!immediate_drawer_) {
// A presenter has been attached, but an immediate drawer hasn't been
// attached yet.
return;
}
if (dialogs_.empty()) {
return;
}
ImGui::SetCurrentContext(internal_state_);
ImGuiIO& io = ImGui::GetIO();
// The UI coordinate space is PHYSICAL pixels, 1:1 with the render target -
// no logical->physical magnification anywhere in the UI path. Under a
// fractional OS scale (e.g. Windows 150%) a logical coordinate space cannot
// be blur-free: the GPU stretch lands half the pixel-snapped positions
// between physical pixels, and glyph texels can never all align. Glyphs now
// rasterize at their physical size directly, so density compensation
// (DisplayFramebufferScale, the old Retina fix) must stay 1.
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
// Widget-based dialogs (message boxes, wizards, fps overlay) author their
// font sizes in logical units - FontScaleDpi keeps their on-screen size
// across DPI scales while text rasterizes at physical resolution. Explicit
// ImDrawList::AddText sizes (the settings overlay) are unaffected by it.
// Per-frame because the window can move between monitors with different
// scales.
ImGui::GetStyle().FontScaleDpi = float(window_->GetDpi()) / float(window_->GetMediumDpi());
uint64_t current_frame_time_ticks = rex::chrono::Clock::QueryHostTickCount();
io.DeltaTime =
float(double(current_frame_time_ticks - last_frame_time_ticks_) / frame_time_tick_frequency_);
if (!(io.DeltaTime > 0.0f) || current_frame_time_ticks < last_frame_time_ticks_) {
// For safety as Dear ImGui doesn't allow non-positive DeltaTime. Using the
// same default value as in the official samples.
io.DeltaTime = 1.0f / 60.0f;
}
last_frame_time_ticks_ = current_frame_time_ticks;
io.DisplaySize.x = float(window_->GetActualPhysicalWidth());
io.DisplaySize.y = float(window_->GetActualPhysicalHeight());
ImGui::NewFrame();
assert_true(!IsDrawingDialogs());
dialog_loop_next_index_ = 0;
while (dialog_loop_next_index_ < dialogs_.size()) {
dialogs_[dialog_loop_next_index_++]->Draw();
}
dialog_loop_next_index_ = SIZE_MAX;
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
if (draw_data) {
RenderDrawLists(draw_data, ui_draw_context);
}
if (reset_mouse_position_after_next_frame_) {
reset_mouse_position_after_next_frame_ = false;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Keep the platform text input state in sync with whether a text widget is
// active (SDL only delivers character events while text input is started).
bool want_text_input = io.WantTextInput && !dialogs_.empty();
if (want_text_input != text_input_active_) {
text_input_active_ = want_text_input;
window_->SetTextInputActive(want_text_input);
}
// Detaching is deferred if the last dialog is removed during drawing, perform
// it now if needed.
DetachIfLastDialogRemoved();
if (std::any_of(dialogs_.cbegin(), dialogs_.cend(),
[](const ImGuiDialog* dialog) { return dialog->WantsContinuousRepaint(); })) {
// Repaint (and handle input) continuously if still active.
presenter_->RequestUIPaintFromUIThread();
}
}
void ImGuiDrawer::ProcessImGuiTextureRequests(ImDrawData* data) {
if (!data->Textures) {
return;
}
for (ImTextureData* tex : *data->Textures) {
switch (tex->Status) {
case ImTextureStatus_WantCreate:
case ImTextureStatus_WantUpdates: {
// The ImmediateDrawer has no partial-update API - recreate the whole
// texture from ImGui's CPU-side copy. This only happens when new
// glyph sizes/densities are first drawn, then the atlas settles.
assert_true(tex->Format == ImTextureFormat_RGBA32);
auto texture = immediate_drawer_->CreateTexture(
uint32_t(tex->Width), uint32_t(tex->Height), ImmediateTextureFilter::kLinear, true,
static_cast<const uint8_t*>(tex->GetPixels()));
if (tex->TexID != ImTextureID_Invalid) {
auto* old_texture = reinterpret_cast<ImmediateTexture*>(tex->TexID);
std::erase_if(imgui_managed_textures_,
[old_texture](const auto& t) { return t.get() == old_texture; });
}
tex->SetTexID(reinterpret_cast<ImTextureID>(texture.get()));
tex->SetStatus(ImTextureStatus_OK);
imgui_managed_textures_.push_back(std::move(texture));
break;
}
case ImTextureStatus_WantDestroy: {
if (tex->UnusedFrames < 1) {
break;
}
auto* old_texture = reinterpret_cast<ImmediateTexture*>(tex->TexID);
std::erase_if(imgui_managed_textures_,
[old_texture](const auto& t) { return t.get() == old_texture; });
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
break;
}
default:
break;
}
}
}
void ImGuiDrawer::RenderDrawLists(ImDrawData* data, UIDrawContext& ui_draw_context) {
ImGuiIO& io = ImGui::GetIO();
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) {
ProcessImGuiTextureRequests(data);
}
immediate_drawer_->Begin(ui_draw_context, io.DisplaySize.x, io.DisplaySize.y);
for (int i = 0; i < data->CmdListsCount; ++i) {
const auto cmd_list = data->CmdLists[i];
ImmediateDrawBatch batch;
batch.vertices = reinterpret_cast<ImmediateVertex*>(cmd_list->VtxBuffer.Data);
batch.vertex_count = cmd_list->VtxBuffer.size();
batch.indices = cmd_list->IdxBuffer.Data;
batch.index_count = cmd_list->IdxBuffer.size();
immediate_drawer_->BeginDrawBatch(batch);
for (int j = 0; j < cmd_list->CmdBuffer.size(); ++j) {
const auto& cmd = cmd_list->CmdBuffer[j];
ImmediateDraw draw;
draw.primitive_type = ImmediatePrimitiveType::kTriangles;
draw.count = cmd.ElemCount;
draw.index_offset = cmd.IdxOffset;
draw.texture = reinterpret_cast<ImmediateTexture*>(cmd.GetTexID());
draw.scissor = true;
draw.scissor_left = cmd.ClipRect.x;
draw.scissor_top = cmd.ClipRect.y;
draw.scissor_right = cmd.ClipRect.z;
draw.scissor_bottom = cmd.ClipRect.w;
immediate_drawer_->Draw(draw);
}
immediate_drawer_->EndDrawBatch();
}
immediate_drawer_->End();
}
ImGuiIO& ImGuiDrawer::GetIO() {
ImGui::SetCurrentContext(internal_state_);
return ImGui::GetIO();
}
void ImGuiDrawer::OnKeyDown(KeyEvent& e) {
OnKey(e, true);
}
void ImGuiDrawer::OnKeyUp(KeyEvent& e) {
OnKey(e, false);
}
void ImGuiDrawer::OnKeyChar(KeyEvent& e) {
auto& io = GetIO();
// TODO(Triang3l): Accept the Unicode character.
unsigned int character = static_cast<unsigned int>(e.virtual_key());
if (character > 0 && character < 0x10000) {
io.AddInputCharacter(character);
e.set_handled(true);
}
}
int ImGuiDrawer::MouseEventButtonToImGui(const MouseEvent& e) {
switch (e.button()) {
case rex::ui::MouseEvent::Button::kLeft:
return 0;
case rex::ui::MouseEvent::Button::kRight:
return 1;
default:
// Ignored.
return -1;
}
}
void ImGuiDrawer::OnMouseDown(MouseEvent& e) {
SwitchToPhysicalMouseAndUpdateMousePosition(e);
auto& io = GetIO();
int button = MouseEventButtonToImGui(e);
if (button >= 0) {
if (!(mouse_buttons_down_ & (UINT32_C(1) << button))) {
if (!mouse_buttons_down_) {
window_->CaptureMouse();
}
mouse_buttons_down_ |= UINT32_C(1) << button;
}
// Queue rather than write io.MouseDown directly: the event queue keeps the
// position-then-button ordering and spreads a same-frame press+release
// over multiple NewFrames, so clicks register at the position they
// actually happened at and fast clicks aren't lost when the UI frame rate
// lags behind input.
io.AddMouseButtonEvent(button, true);
if (io.WantCaptureMouse) {
// Keep presses over the UI out of lower-Z listeners (game input,
// keybinds). Releases are deliberately never eaten so lower listeners
// can't be left with a stuck button.
e.set_handled(true);
}
}
}
void ImGuiDrawer::OnMouseMove(MouseEvent& e) {
SwitchToPhysicalMouseAndUpdateMousePosition(e);
}
void ImGuiDrawer::OnMouseUp(MouseEvent& e) {
SwitchToPhysicalMouseAndUpdateMousePosition(e);
auto& io = GetIO();
int button = MouseEventButtonToImGui(e);
if (button >= 0) {
if (mouse_buttons_down_ & (UINT32_C(1) << button)) {
mouse_buttons_down_ &= ~(UINT32_C(1) << button);
if (!mouse_buttons_down_) {
window_->ReleaseMouse();
}
}
io.AddMouseButtonEvent(button, false);
}
}
void ImGuiDrawer::OnMouseWheel(MouseEvent& e) {
SwitchToPhysicalMouseAndUpdateMousePosition(e);
auto& io = GetIO();
io.AddMouseWheelEvent(0.0f, float(e.scroll_y()) / float(MouseEvent::kScrollPerDetent));
if (io.WantCaptureMouse) {
e.set_handled(true);
}
}
void ImGuiDrawer::OnTouchEvent(TouchEvent& e) {
auto& io = GetIO();
TouchEvent::Action action = e.action();
uint32_t pointer_id = e.pointer_id();
if (action == TouchEvent::Action::kDown) {
// The latest pointer needs to be controlling the ImGui mouse.
if (touch_pointer_id_ == TouchEvent::kPointerIDNone) {
// Switching from the mouse to touch input.
if (mouse_buttons_down_) {
for (int button = 0; button < 32; ++button) {
if (mouse_buttons_down_ & (UINT32_C(1) << button)) {
io.AddMouseButtonEvent(button, false);
}
}
mouse_buttons_down_ = 0;
window_->ReleaseMouse();
}
}
touch_pointer_id_ = pointer_id;
} else {
if (pointer_id != touch_pointer_id_) {
return;
}
}
UpdateMousePosition(e.x(), e.y());
if (action == TouchEvent::Action::kUp || action == TouchEvent::Action::kCancel) {
io.AddMouseButtonEvent(0, false);
touch_pointer_id_ = TouchEvent::kPointerIDNone;
// Make sure that after a touch, the ImGui mouse isn't hovering over
// anything.
reset_mouse_position_after_next_frame_ = true;
} else {
io.AddMouseButtonEvent(0, true);
reset_mouse_position_after_next_frame_ = false;
}
}
void ImGuiDrawer::ClearInput() {
auto& io = GetIO();
if (touch_pointer_id_ == TouchEvent::kPointerIDNone && mouse_buttons_down_) {
window_->ReleaseMouse();
}
mouse_buttons_down_ = 0;
io.ClearEventsQueue();
io.ClearInputKeys();
io.ClearInputMouse();
touch_pointer_id_ = TouchEvent::kPointerIDNone;
reset_mouse_position_after_next_frame_ = false;
if (text_input_active_) {
text_input_active_ = false;
window_->SetTextInputActive(false);
}
}
void ImGuiDrawer::OnKey(KeyEvent& e, bool is_down) {
auto& io = GetIO();
const VirtualKey virtual_key = e.virtual_key();
if (auto imGuiKey = VirtualKeyToImGuiKey(virtual_key); imGuiKey) {
io.AddKeyEvent(*imGuiKey, is_down);
}
switch (virtual_key) {
case VirtualKey::kShift:
case VirtualKey::kLShift:
case VirtualKey::kRShift:
io.AddKeyEvent(ImGuiMod_Shift, is_down);
break;
case VirtualKey::kControl:
case VirtualKey::kLControl:
case VirtualKey::kRControl:
io.AddKeyEvent(ImGuiMod_Ctrl, is_down);
break;
case VirtualKey::kMenu:
case VirtualKey::kLMenu:
case VirtualKey::kRMenu:
io.AddKeyEvent(ImGuiMod_Alt, is_down);
break;
case VirtualKey::kLWin:
case VirtualKey::kRWin:
io.AddKeyEvent(ImGuiMod_Super, is_down);
break;
default:
break;
}
// While a text field is active, keep key presses away from app keybinds and
// the game (typing a name must not toggle overlays or drive MnK input).
// Releases always propagate so lower listeners can't get stuck keys.
if (is_down && io.WantTextInput) {
e.set_handled(true);
}
}
void ImGuiDrawer::UpdateMousePosition(float x, float y) {
auto& io = GetIO();
// MouseEvents already carry physical pixels (WindowPointToPhysical) - the
// UI coordinate space is physical too, no conversion.
io.AddMousePosEvent(x, y);
}
void ImGuiDrawer::SwitchToPhysicalMouseAndUpdateMousePosition(const MouseEvent& e) {
if (touch_pointer_id_ != TouchEvent::kPointerIDNone) {
touch_pointer_id_ = TouchEvent::kPointerIDNone;
auto& io = GetIO();
// Release the ImGui touch-driven button.
io.AddMouseButtonEvent(0, false);
// Nothing needs to be done regarding CaptureMouse and ReleaseMouse - all
// buttons as well as mouse capture have been released when switching to
// touch input, the mouse is never captured during touch input, and now
// resetting to no buttons down (therefore not capturing).
}
reset_mouse_position_after_next_frame_ = false;
UpdateMousePosition(float(e.x()), float(e.y()));
}
void ImGuiDrawer::DetachIfLastDialogRemoved() {
// IsDrawingDialogs() is also checked because in a situation of removing the
// only dialog, then adding a dialog, from within a dialog's Draw function,
// re-registering the ImGuiDrawer may result in ImGui being drawn multiple
// times in the current frame.
if (!dialogs_.empty() || IsDrawingDialogs()) {
return;
}
if (presenter_) {
presenter_->RemoveUIDrawerFromUIThread(this);
}
window_->RemoveInputListener(this);
// Clear all input since no input will be received anymore, and when the
// drawer becomes active again, it'd have an outdated input state otherwise
// which will be persistent until new events actualize individual input
// properties.
ClearInput();
}
} // namespace ui
} // namespace rex