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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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This should do something like this
(Working on portal2 ubuntu 18.04)
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parent
95e87eb832
commit
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@ -15,12 +15,16 @@
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#include <X11/keysym.h>
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#include <GL/glew.h>
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#include <ctime>
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-08-31: Initial X11 implementation
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// X11 Data
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static Display* g_Display = nullptr;
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static uint64_t g_Time = 0;
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static uint64_t g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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@ -28,6 +32,13 @@ static bool g_WantUpdateHasGamepad = true;
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// Functions
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bool ImGui_ImplX11_Init(void *display)
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{
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timespec ts, tsres;
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clock_getres(CLOCK_MONOTONIC_RAW, &tsres);
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clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
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g_TicksPerSecond = 100000000 / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
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g_Time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
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//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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// return false;
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//if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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@ -42,6 +53,28 @@ bool ImGui_ImplX11_Init(void *display)
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io.ImeWindowHandle = nullptr;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = XKeysymToKeycode(g_Display, XK_Tab);
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io.KeyMap[ImGuiKey_LeftArrow] = XKeysymToKeycode(g_Display, XK_Left);
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io.KeyMap[ImGuiKey_RightArrow] = XKeysymToKeycode(g_Display, XK_Right);
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io.KeyMap[ImGuiKey_UpArrow] = XKeysymToKeycode(g_Display, XK_Up);
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io.KeyMap[ImGuiKey_DownArrow] = XKeysymToKeycode(g_Display, XK_Down);
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io.KeyMap[ImGuiKey_PageUp] = XKeysymToKeycode(g_Display, XK_Prior);
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io.KeyMap[ImGuiKey_PageDown] = XKeysymToKeycode(g_Display, XK_Next);
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io.KeyMap[ImGuiKey_Home] = XKeysymToKeycode(g_Display, XK_Home);
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io.KeyMap[ImGuiKey_End] = XKeysymToKeycode(g_Display, XK_End);
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io.KeyMap[ImGuiKey_Insert] = XKeysymToKeycode(g_Display, XK_Insert);
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io.KeyMap[ImGuiKey_Delete] = XKeysymToKeycode(g_Display, XK_Delete);
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io.KeyMap[ImGuiKey_Backspace] = XKeysymToKeycode(g_Display, XK_BackSpace);
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io.KeyMap[ImGuiKey_Space] = XKeysymToKeycode(g_Display, XK_space);
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io.KeyMap[ImGuiKey_Enter] = XKeysymToKeycode(g_Display, XK_Return);
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io.KeyMap[ImGuiKey_Escape] = XKeysymToKeycode(g_Display, XK_Escape);
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io.KeyMap[ImGuiKey_A] = XKeysymToKeycode(g_Display, XK_A);
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io.KeyMap[ImGuiKey_C] = XKeysymToKeycode(g_Display, XK_C);
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io.KeyMap[ImGuiKey_V] = XKeysymToKeycode(g_Display, XK_V);
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io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X);
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io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y);
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io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z);
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/*
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io.KeyMap[ImGuiKey_Tab] = -1;
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io.KeyMap[ImGuiKey_LeftArrow] = -1;
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io.KeyMap[ImGuiKey_RightArrow] = -1;
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@ -63,6 +96,8 @@ bool ImGui_ImplX11_Init(void *display)
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io.KeyMap[ImGuiKey_X] = -1;
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io.KeyMap[ImGuiKey_Y] = -1;
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io.KeyMap[ImGuiKey_Z] = -1;
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*/
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return true;
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}
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@ -120,7 +155,15 @@ static void ImGui_ImplWin32_UpdateMousePos()
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// Set mouse position
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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Window rootWnd = DefaultRootWindow(g_Display);
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Window unused_window;
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int rx, ry, x, y;
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unsigned int mask;
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XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
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io.MousePos.x = rx;
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io.MousePos.y = ry;
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}
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/* TODO: support linux gamepad ?
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@ -185,31 +228,35 @@ void ImGui_ImplX11_NewFrame()
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Window rootWnd = DefaultRootWindow(g_Display);
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// Todo: use X11 to get this value
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GLint m_viewport[4];
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glGetIntegerv( GL_VIEWPORT, m_viewport );
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io.DisplaySize.x = m_viewport[2];
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io.DisplaySize.y = m_viewport[3];
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unsigned int width, height;
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Window unused_window;
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int unused_int;
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unsigned int unused_unsigned_int;
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XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
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/*
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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io.DisplaySize.x = width;
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io.DisplaySize.y = height;
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timespec ts, tsres;
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clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
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uint64_t current_time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
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// Setup time step
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INT64 current_time;
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::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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/*
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// Read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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*/
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos();
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/*
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor)
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