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@fulezi
Forked from hb3p8/ImGuiHandler.cpp
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ImGui OpenSceneGraph wrapper
#include "ImGuiHandler.hpp"
#include "imgui/imgui.h"
#include <iostream>
#include <osgUtil/GLObjectsVisitor>
#include <osgUtil/SceneView>
#include <osgUtil/UpdateVisitor>
#include <iterator>
// This is the main rendering function that you have to implement and provide to
// ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by
// (0.5f,0.5f) or (0.375f,0.375f)
void
ImGui_RenderDrawLists(ImDrawData* draw_data)
{
// We are using the OpenGL fixed pipeline to make the example code simpler to
// read!
// Setup render state: alpha-blending enabled, no face culling, no depth
// testing, scissor enabled, vertex/texcoord/color pointers.
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
// glUseProgram(0); // You may want this if using this code in an OpenGL 3+
// context
// Handle cases of screen coordinates != from framebuffer coordinates (e.g.
// retina displays)
ImGuiIO& io = ImGui::GetIO();
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Setup orthographic projection matrix
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t) & (((TYPE*)0)->ELEMENT))
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer =
(const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert),
(void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert),
(void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert),
(void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
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,
GL_UNSIGNED_SHORT, idx_buffer);
}
idx_buffer += pcmd->ElemCount;
}
}
#undef OFFSETOF
// Restore modified state
// glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
struct ImGuiNewFrameCallback : public osg::Camera::DrawCallback
{
ImGuiNewFrameCallback(ImGuiHandler& theHandler)
: m_handler(theHandler)
{
}
virtual void operator()(osg::RenderInfo& theRenderInfo) const
{
m_handler.newFrame(theRenderInfo);
}
private:
ImGuiHandler& m_handler;
};
struct ImGuiDrawCallback : public osg::Camera::DrawCallback
{
ImGuiDrawCallback(ImGuiHandler& theHandler)
: m_handler(theHandler)
{
}
virtual void operator()(osg::RenderInfo& theRenderInfo) const
{
m_handler.render(theRenderInfo);
}
private:
ImGuiHandler& m_handler;
};
ImGuiHandler::ImGuiHandler(GuiCallback* theGuicallback)
: m_callback(theGuicallback)
, g_Time(0.0f)
, g_MousePressed{false}
, g_MouseWheel(0.0f)
, g_FontTexture(0)
{
}
//////////////////////////////////////////////////////////////////////////////
// Imporant Note: Dear ImGui expects the control Keys indices not to be //
// greater thant 511. It actually uses an array of 512 elements. However, //
// OSG has indices greater than that. So here I do a conversion for special //
// keys between ImGui and OSG. //
//////////////////////////////////////////////////////////////////////////////
/**
* Special keys that are usually greater than 512 in OSGga
**/
enum ConvertedKey : int
{
ConvertedKey_Tab = 257,
ConvertedKey_Left,
ConvertedKey_Right,
ConvertedKey_Up,
ConvertedKey_Down,
ConvertedKey_PageUp,
ConvertedKey_PageDown,
ConvertedKey_Home,
ConvertedKey_End,
ConvertedKey_Delete,
ConvertedKey_BackSpace,
ConvertedKey_Enter,
ConvertedKey_Escape,
// Modifiers
ConvertedKey_LeftControl,
ConvertedKey_RightControl,
ConvertedKey_LeftShift,
ConvertedKey_RightShift,
ConvertedKey_LeftAlt,
ConvertedKey_RightAlt,
ConvertedKey_LeftSuper,
ConvertedKey_RightSuper
};
/**
* Check for a special key and return the converted code (range [257, 511]) if
* so. Otherwise returns -1
*/
static int
ConvertFromOSGKey(int key)
{
using KEY = osgGA::GUIEventAdapter::KeySymbol;
switch (key) {
default: // Not found
return -1;
case KEY::KEY_Tab: return ConvertedKey_Tab;
case KEY::KEY_Left: return ConvertedKey_Left;
case KEY::KEY_Right: return ConvertedKey_Right;
case KEY::KEY_Up: return ConvertedKey_Up;
case KEY::KEY_Down: return ConvertedKey_Down;
case KEY::KEY_Page_Up: return ConvertedKey_PageUp;
case KEY::KEY_Page_Down: return ConvertedKey_PageDown;
case KEY::KEY_Home: return ConvertedKey_Home;
case KEY::KEY_End: return ConvertedKey_End;
case KEY::KEY_Delete: return ConvertedKey_Delete;
case KEY::KEY_BackSpace: return ConvertedKey_BackSpace;
case KEY::KEY_Return: return ConvertedKey_Enter;
case KEY::KEY_Escape: return ConvertedKey_Escape;
case KEY::KEY_Control_L: return ConvertedKey_LeftControl;
case KEY::KEY_Control_R: return ConvertedKey_RightControl;
case KEY::KEY_Shift_L: return ConvertedKey_LeftShift;
case KEY::KEY_Shift_R: return ConvertedKey_RightShift;
case KEY::KEY_Alt_L: return ConvertedKey_LeftAlt;
case KEY::KEY_Alt_R: return ConvertedKey_RightAlt;
case KEY::KEY_Super_L: return ConvertedKey_LeftSuper;
case KEY::KEY_Super_R: return ConvertedKey_RightSuper;
}
assert(false && "Switch has a default case");
return -1;
}
void
ImGuiHandler::init()
{
ImGuiIO& io = ImGui::GetIO();
// Keyboard mapping. ImGui will use those indices to peek into the
// io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = ConvertedKey_Tab;
io.KeyMap[ImGuiKey_LeftArrow] = ConvertedKey_Left;
io.KeyMap[ImGuiKey_RightArrow] = ConvertedKey_Right;
io.KeyMap[ImGuiKey_UpArrow] = ConvertedKey_Up;
io.KeyMap[ImGuiKey_DownArrow] = ConvertedKey_Down;
io.KeyMap[ImGuiKey_PageUp] = ConvertedKey_PageUp;
io.KeyMap[ImGuiKey_PageDown] = ConvertedKey_PageDown;
io.KeyMap[ImGuiKey_Home] = ConvertedKey_Home;
io.KeyMap[ImGuiKey_End] = ConvertedKey_End;
io.KeyMap[ImGuiKey_Delete] = ConvertedKey_Delete;
io.KeyMap[ImGuiKey_Backspace] = ConvertedKey_BackSpace;
io.KeyMap[ImGuiKey_Enter] = ConvertedKey_Enter;
io.KeyMap[ImGuiKey_Escape] = ConvertedKey_Escape;
io.KeyMap[ImGuiKey_A] = osgGA::GUIEventAdapter::KeySymbol::KEY_A;
io.KeyMap[ImGuiKey_C] = osgGA::GUIEventAdapter::KeySymbol::KEY_C;
io.KeyMap[ImGuiKey_V] = osgGA::GUIEventAdapter::KeySymbol::KEY_V;
io.KeyMap[ImGuiKey_X] = osgGA::GUIEventAdapter::KeySymbol::KEY_X;
io.KeyMap[ImGuiKey_Y] = osgGA::GUIEventAdapter::KeySymbol::KEY_Y;
io.KeyMap[ImGuiKey_Z] = osgGA::GUIEventAdapter::KeySymbol::KEY_Z;
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Create OpenGL texture
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA,
GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void*)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
glBindTexture(GL_TEXTURE_2D, last_texture);
io.RenderDrawListsFn = ImGui_RenderDrawLists;
}
void
ImGuiHandler::setCameraCallbacks(osg::Camera* theCamera)
{
ImGuiDrawCallback* aPostDrawCallback = new ImGuiDrawCallback(*this);
theCamera->setPostDrawCallback(aPostDrawCallback);
ImGuiNewFrameCallback* aPreDrawCallback = new ImGuiNewFrameCallback(*this);
theCamera->setPreDrawCallback(aPreDrawCallback);
}
void
ImGuiHandler::newFrame(osg::RenderInfo& theRenderInfo)
{
if (!g_FontTexture) {
init();
}
ImGuiIO& io = ImGui::GetIO();
osg::Viewport* aViewport = theRenderInfo.getCurrentCamera()->getViewport();
io.DisplaySize = ImVec2(aViewport->width(), aViewport->height());
double aCurrentTime =
theRenderInfo.getView()->getFrameStamp()->getSimulationTime();
io.DeltaTime =
g_Time > 0.0 ? (float)(aCurrentTime - g_Time) : (float)(1.0f / 60.0f);
g_Time = aCurrentTime;
for (int i = 0; i < 3; i++) {
io.MouseDown[i] = g_MousePressed[i];
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
ImGui::NewFrame();
}
void
ImGuiHandler::render(osg::RenderInfo& /*theRenderInfo*/)
{
if (m_callback) {
(*m_callback)();
}
ImGui::Render();
}
bool
ImGuiHandler::handle(const osgGA::GUIEventAdapter& theEventAdapter,
osgGA::GUIActionAdapter& /*theActionAdapter*/,
osg::Object* /*theObject*/,
osg::NodeVisitor* /*theNodeVisitor*/)
{
const bool wantCapureMouse = ImGui::GetIO().WantCaptureMouse;
const bool wantCapureKeyboard = ImGui::GetIO().WantCaptureKeyboard;
ImGuiIO& io = ImGui::GetIO();
switch (theEventAdapter.getEventType()) {
case osgGA::GUIEventAdapter::KEYDOWN: {
const int c = theEventAdapter.getKey();
const int special_key = ConvertFromOSGKey(c);
if (special_key > 0) {
assert(special_key < 512 && "ImGui KeysDown is an array of 512");
assert(special_key > 256 &&
"ASCII stop at 127, but we use the range [257, 511]");
io.KeysDown[special_key] = true;
io.KeyCtrl = io.KeysDown[ConvertedKey_LeftControl] ||
io.KeysDown[ConvertedKey_RightControl];
io.KeyShift = io.KeysDown[ConvertedKey_LeftShift] ||
io.KeysDown[ConvertedKey_RightShift];
io.KeyAlt = io.KeysDown[ConvertedKey_LeftAlt] ||
io.KeysDown[ConvertedKey_RightAlt];
io.KeySuper = io.KeysDown[ConvertedKey_LeftSuper] ||
io.KeysDown[ConvertedKey_RightSuper];
} else if (c > 0 && c < 0x10000) {
io.AddInputCharacter((unsigned short)c);
}
return wantCapureKeyboard;
}
case osgGA::GUIEventAdapter::KEYUP: {
const int c = theEventAdapter.getKey();
const int special_key = ConvertFromOSGKey(c);
if (special_key > 0) {
assert(special_key < 512 && "ImGui KeysMap is an array of 512");
assert(special_key > 256 &&
"ASCII stop at 127, but we use the range [257, 511]");
io.KeysDown[special_key] = false;
io.KeyCtrl = io.KeysDown[ConvertedKey_LeftControl] ||
io.KeysDown[ConvertedKey_RightControl];
io.KeyShift = io.KeysDown[ConvertedKey_LeftShift] ||
io.KeysDown[ConvertedKey_RightShift];
io.KeyAlt = io.KeysDown[ConvertedKey_LeftAlt] ||
io.KeysDown[ConvertedKey_RightAlt];
io.KeySuper = io.KeysDown[ConvertedKey_LeftSuper] ||
io.KeysDown[ConvertedKey_RightSuper];
}
return wantCapureKeyboard;
}
case (osgGA::GUIEventAdapter::PUSH): {
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(theEventAdapter.getX(),
io.DisplaySize.y - theEventAdapter.getY());
g_MousePressed[0] = true;
return wantCapureMouse;
}
case (osgGA::GUIEventAdapter::DRAG):
case (osgGA::GUIEventAdapter::MOVE): {
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(theEventAdapter.getX(),
io.DisplaySize.y - theEventAdapter.getY());
return wantCapureMouse;
}
case (osgGA::GUIEventAdapter::RELEASE): {
g_MousePressed[0] = false;
return wantCapureMouse;
}
case (osgGA::GUIEventAdapter::SCROLL): {
g_MouseWheel = theEventAdapter.getScrollingDeltaY();
return wantCapureMouse;
}
default: {
return false;
}
}
return false;
}
#ifndef SOLEIL__IMGUIHANDLER_H_
#define SOLEIL__IMGUIHANDLER_H_
#include <iostream>
#include <osg/Camera>
#include <osgViewer/ViewerEventHandlers>
#include "imgui.h"
class ImGuiHandler : public osgGA::GUIEventHandler
{
public:
struct GuiCallback : public osg::Referenced
{
virtual void operator()()
{
// It can also be members
static bool show_test_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
static char text[255] = {0};
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate,
ImGui::GetIO().Framerate);
ImGui::InputText("Hello: ", text, 254);
}
// 2. Show another simple window. In most cases you will use an explicit
// Begin/End pair to name the window.
if (show_another_window) {
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in
// ImGui::ShowTestWindow().
if (show_test_window) {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
}
};
public:
ImGuiHandler(GuiCallback* theGuicallback);
void init();
void newFrame(osg::RenderInfo& theRenderInfo);
void render(osg::RenderInfo& theRenderInfo);
void setCameraCallbacks(osg::Camera* theCamera);
virtual bool handle(const osgGA::GUIEventAdapter& theEventAdapter,
osgGA::GUIActionAdapter& theActionAdapter,
osg::Object* theObject, osg::NodeVisitor* theNodeVisitor);
private:
osg::ref_ptr<GuiCallback> m_callback;
double g_Time;
bool g_MousePressed[3];
float g_MouseWheel;
GLuint g_FontTexture;
};
#endif /* SOLEIL__IMGUIHANDLER_H_ */
#include <cassert>
#include <osg/Camera>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgViewer/ViewerEventHandlers>
#include "ImGuiHandler.hpp"
int
main(int /*argc*/, char* /*argv*/ [])
{
osgViewer::Viewer viewer;
auto model = osgDB::readNodeFile("cessna.osg");
osg::ref_ptr<ImGuiHandler> handler =
new ImGuiHandler(new ImGuiHandler::GuiCallback);
handler->setCameraCallbacks(viewer.getCamera());
viewer.addEventHandler(handler);
viewer.setSceneData(model);
return viewer.run();
}
@fulezi
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fulezi commented Nov 9, 2017

  • Modifiers (Ctrl, alt, super, ...) works.
  • Partial integration of the UTF-8 keyboard (you can type 'ç' but not 'ê', it will result as '^e')
  • No clipboard

capture d ecran de 2017-11-09 11-49-48

@cxw42
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cxw42 commented Aug 4, 2018

@fulezi Thank you! What is the license for this code? (I'll ask megaton the same.)

@yexiaoshen
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@fulezi According to the code you gave, after running, the window interface is black background, without any content.
thank you!

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