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Save BlizzCrafter/7449ffb818f790678c979c6085540b94 to your computer and use it in GitHub Desktop.
Fixed the "Click-Through"-bug in ImGuiRenderer in the XNA/MonoGame sample by checking Activated and Deactivated events in the game class and correspondingly setting the new bool "_inputPossible". https://github.com/mellinoe/ImGui.NET/blob/master/src/ImGui.NET.SampleProgram.XNA/ImGuiRenderer.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace ImGuiNET.SampleProgram.XNA
{
/// <summary>
/// ImGui renderer for use with XNA-likes (FNA & MonoGame)
/// </summary>
public class ImGuiRenderer
{
private Game _game;
// Graphics
private GraphicsDevice _graphicsDevice;
private BasicEffect _effect;
private RasterizerState _rasterizerState;
private byte[] _vertexData;
private VertexBuffer _vertexBuffer;
private int _vertexBufferSize;
private byte[] _indexData;
private IndexBuffer _indexBuffer;
private int _indexBufferSize;
// Textures
private Dictionary<IntPtr, Texture2D> _loadedTextures;
private int _textureId;
private IntPtr? _fontTextureId;
// Input
private int _scrollWheelValue;
private List<int> _keys = new List<int>();
private bool _inputPossible = true;
public ImGuiRenderer(Game game)
{
var context = ImGui.CreateContext();
ImGui.SetCurrentContext(context);
_game = game ?? throw new ArgumentNullException(nameof(game));
_graphicsDevice = game.GraphicsDevice;
_game.Activated += _game_Activated;
_game.Deactivated += _game_Deactivated;
_loadedTextures = new Dictionary<IntPtr, Texture2D>();
_rasterizerState = new RasterizerState()
{
CullMode = CullMode.None,
DepthBias = 0,
FillMode = FillMode.Solid,
MultiSampleAntiAlias = false,
ScissorTestEnable = true,
SlopeScaleDepthBias = 0
};
SetupInput();
}
private void _game_Activated(object sender, EventArgs e)
{
_inputPossible = true;
}
private void _game_Deactivated(object sender, EventArgs e)
{
_inputPossible = false;
}
#region ImGuiRenderer
/// <summary>
/// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done
/// </summary>
public virtual unsafe void RebuildFontAtlas()
{
// Get font texture from ImGui
var io = ImGui.GetIO();
io.Fonts.GetTexDataAsRGBA32(out byte* pixelData, out int width, out int height, out int bytesPerPixel);
// Copy the data to a managed array
var pixels = new byte[width * height * bytesPerPixel];
unsafe { Marshal.Copy(new IntPtr(pixelData), pixels, 0, pixels.Length); }
// Create and register the texture as an XNA texture
var tex2d = new Texture2D(_graphicsDevice, width, height, false, SurfaceFormat.Color);
tex2d.SetData(pixels);
// Should a texture already have been build previously, unbind it first so it can be deallocated
if (_fontTextureId.HasValue) UnbindTexture(_fontTextureId.Value);
// Bind the new texture to an ImGui-friendly id
_fontTextureId = BindTexture(tex2d);
// Let ImGui know where to find the texture
io.Fonts.SetTexID(_fontTextureId.Value);
io.Fonts.ClearTexData(); // Clears CPU side texture data
}
/// <summary>
/// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw
/// </summary>
public virtual IntPtr BindTexture(Texture2D texture)
{
var id = new IntPtr(_textureId++);
_loadedTextures.Add(id, texture);
return id;
}
/// <summary>
/// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated
/// </summary>
public virtual void UnbindTexture(IntPtr textureId)
{
_loadedTextures.Remove(textureId);
}
/// <summary>
/// Sets up ImGui for a new frame, should be called at frame start
/// </summary>
public virtual void BeforeLayout(GameTime gameTime)
{
ImGui.GetIO().DeltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
UpdateInput();
ImGui.NewFrame();
}
/// <summary>
/// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls
/// </summary>
public virtual void AfterLayout()
{
ImGui.Render();
unsafe { RenderDrawData(ImGui.GetDrawData()); }
}
#endregion ImGuiRenderer
#region Setup & Update
/// <summary>
/// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed
/// </summary>
protected virtual void SetupInput()
{
var io = ImGui.GetIO();
_keys.Add(io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab);
_keys.Add(io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left);
_keys.Add(io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right);
_keys.Add(io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up);
_keys.Add(io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down);
_keys.Add(io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp);
_keys.Add(io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown);
_keys.Add(io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home);
_keys.Add(io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End);
_keys.Add(io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete);
_keys.Add(io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back);
_keys.Add(io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter);
_keys.Add(io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape);
_keys.Add(io.KeyMap[(int)ImGuiKey.Space] = (int)Keys.Space);
_keys.Add(io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A);
_keys.Add(io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C);
_keys.Add(io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V);
_keys.Add(io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X);
_keys.Add(io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y);
_keys.Add(io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z);
// MonoGame-specific //////////////////////
_game.Window.TextInput += (s, a) =>
{
if (a.Character == '\t') return;
io.AddInputCharacter(a.Character);
};
///////////////////////////////////////////
// FNA-specific ///////////////////////////
//TextInputEXT.TextInput += c =>
//{
// if (c == '\t') return;
// ImGui.GetIO().AddInputCharacter(c);
//};
///////////////////////////////////////////
ImGui.GetIO().Fonts.AddFontDefault();
}
/// <summary>
/// Updates the <see cref="Effect" /> to the current matrices and texture
/// </summary>
protected virtual Effect UpdateEffect(Texture2D texture)
{
_effect = _effect ?? new BasicEffect(_graphicsDevice);
var io = ImGui.GetIO();
_effect.World = Matrix.Identity;
_effect.View = Matrix.Identity;
_effect.Projection = Matrix.CreateOrthographicOffCenter(0f, io.DisplaySize.X, io.DisplaySize.Y, 0f, -1f, 1f);
_effect.TextureEnabled = true;
_effect.Texture = texture;
_effect.VertexColorEnabled = true;
return _effect;
}
/// <summary>
/// Sends XNA input state to ImGui
/// </summary>
protected virtual void UpdateInput()
{
var io = ImGui.GetIO();
if (_inputPossible)
{
var mouse = Mouse.GetState();
var keyboard = Keyboard.GetState();
for (int i = 0; i < _keys.Count; i++)
{
io.KeysDown[_keys[i]] = keyboard.IsKeyDown((Keys)_keys[i]);
}
io.KeyShift = keyboard.IsKeyDown(Keys.LeftShift) || keyboard.IsKeyDown(Keys.RightShift);
io.KeyCtrl = keyboard.IsKeyDown(Keys.LeftControl) || keyboard.IsKeyDown(Keys.RightControl);
io.KeyAlt = keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt);
io.KeySuper = keyboard.IsKeyDown(Keys.LeftWindows) || keyboard.IsKeyDown(Keys.RightWindows);
io.MousePos = new System.Numerics.Vector2(mouse.X, mouse.Y);
io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed;
io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed;
io.MouseDown[2] = mouse.MiddleButton == ButtonState.Pressed;
var scrollDelta = mouse.ScrollWheelValue - _scrollWheelValue;
io.MouseWheel = scrollDelta > 0 ? 1 : scrollDelta < 0 ? -1 : 0;
_scrollWheelValue = mouse.ScrollWheelValue;
}
io.DisplaySize = new System.Numerics.Vector2(_graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight);
io.DisplayFramebufferScale = new System.Numerics.Vector2(1f, 1f);
}
#endregion Setup & Update
#region Internals
/// <summary>
/// Gets the geometry as set up by ImGui and sends it to the graphics device
/// </summary>
private void RenderDrawData(ImDrawDataPtr drawData)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers
var lastViewport = _graphicsDevice.Viewport;
var lastScissorBox = _graphicsDevice.ScissorRectangle;
_graphicsDevice.BlendFactor = Color.White;
_graphicsDevice.BlendState = BlendState.NonPremultiplied;
_graphicsDevice.RasterizerState = _rasterizerState;
_graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
drawData.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale);
// Setup projection
_graphicsDevice.Viewport = new Viewport(0, 0, _graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight);
UpdateBuffers(drawData);
RenderCommandLists(drawData);
// Restore modified state
_graphicsDevice.Viewport = lastViewport;
_graphicsDevice.ScissorRectangle = lastScissorBox;
}
private unsafe void UpdateBuffers(ImDrawDataPtr drawData)
{
if (drawData.TotalVtxCount == 0)
{
return;
}
// Expand buffers if we need more room
if (drawData.TotalVtxCount > _vertexBufferSize)
{
_vertexBuffer?.Dispose();
_vertexBufferSize = (int)(drawData.TotalVtxCount * 1.5f);
_vertexBuffer = new VertexBuffer(_graphicsDevice, DrawVertDeclaration.Declaration, _vertexBufferSize, BufferUsage.None);
_vertexData = new byte[_vertexBufferSize * DrawVertDeclaration.Size];
}
if (drawData.TotalIdxCount > _indexBufferSize)
{
_indexBuffer?.Dispose();
_indexBufferSize = (int)(drawData.TotalIdxCount * 1.5f);
_indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None);
_indexData = new byte[_indexBufferSize * sizeof(ushort)];
}
// Copy ImGui's vertices and indices to a set of managed byte arrays
int vtxOffset = 0;
int idxOffset = 0;
for (int n = 0; n < drawData.CmdListsCount; n++)
{
ImDrawListPtr cmdList = drawData.CmdListsRange[n];
fixed (void* vtxDstPtr = &_vertexData[vtxOffset * DrawVertDeclaration.Size])
fixed (void* idxDstPtr = &_indexData[idxOffset * sizeof(ushort)])
{
Buffer.MemoryCopy((void*)cmdList.VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList.VtxBuffer.Size * DrawVertDeclaration.Size);
Buffer.MemoryCopy((void*)cmdList.IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList.IdxBuffer.Size * sizeof(ushort));
}
vtxOffset += cmdList.VtxBuffer.Size;
idxOffset += cmdList.IdxBuffer.Size;
}
// Copy the managed byte arrays to the gpu vertex- and index buffers
_vertexBuffer.SetData(_vertexData, 0, drawData.TotalVtxCount * DrawVertDeclaration.Size);
_indexBuffer.SetData(_indexData, 0, drawData.TotalIdxCount * sizeof(ushort));
}
private unsafe void RenderCommandLists(ImDrawDataPtr drawData)
{
_graphicsDevice.SetVertexBuffer(_vertexBuffer);
_graphicsDevice.Indices = _indexBuffer;
int vtxOffset = 0;
int idxOffset = 0;
for (int n = 0; n < drawData.CmdListsCount; n++)
{
ImDrawListPtr cmdList = drawData.CmdListsRange[n];
for (int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++)
{
ImDrawCmdPtr drawCmd = cmdList.CmdBuffer[cmdi];
if (!_loadedTextures.ContainsKey(drawCmd.TextureId))
{
throw new InvalidOperationException($"Could not find a texture with id '{drawCmd.TextureId}', please check your bindings");
}
_graphicsDevice.ScissorRectangle = new Rectangle(
(int)drawCmd.ClipRect.X,
(int)drawCmd.ClipRect.Y,
(int)(drawCmd.ClipRect.Z - drawCmd.ClipRect.X),
(int)(drawCmd.ClipRect.W - drawCmd.ClipRect.Y)
);
var effect = UpdateEffect(_loadedTextures[drawCmd.TextureId]);
foreach (var pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
#pragma warning disable CS0618 // // FNA does not expose an alternative method.
_graphicsDevice.DrawIndexedPrimitives(
primitiveType: PrimitiveType.TriangleList,
baseVertex: vtxOffset,
minVertexIndex: 0,
numVertices: cmdList.VtxBuffer.Size,
startIndex: idxOffset,
primitiveCount: (int)drawCmd.ElemCount / 3
);
#pragma warning restore CS0618
}
idxOffset += (int)drawCmd.ElemCount;
}
vtxOffset += cmdList.VtxBuffer.Size;
}
}
#endregion Internals
}
}
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