OrcaSlicer-bambulab/src/slic3r/GUI/ImGuiWrapper.cpp
Vojtech Bubnik a13b35ce92 Support for HiDPI in OpenGL on Linux / GTK3.
wxGTK3 HiDPI support seems to emulate what OSX does quite closely,
thus the changes are relatively minimal.

Also fixed an ugly rounding issue when populating the ImGUI font map
with image thumbnails.

Fixes Gtk3 issue on 4k+ screens #4135
Fixes HiDPI screens with Wayland on Fedora 30 cause Plater view to be too small. #3245
2020-12-15 12:14:38 +01:00

1248 lines
43 KiB
C++

#include "ImGuiWrapper.hpp"
#include <cstdio>
#include <vector>
#include <cmath>
#include <stdexcept>
#include <boost/format.hpp>
#include <boost/log/trivial.hpp>
#include <boost/filesystem.hpp>
#include <wx/string.h>
#include <wx/event.h>
#include <wx/clipbrd.h>
#include <wx/debug.h>
#include <GL/glew.h>
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include <imgui/imgui_internal.h>
#include "libslic3r/libslic3r.h"
#include "libslic3r/Utils.hpp"
#include "3DScene.hpp"
#include "GUI.hpp"
#include "I18N.hpp"
#include "Search.hpp"
#include "../Utils/MacDarkMode.hpp"
#include "nanosvg/nanosvg.h"
#include "nanosvg/nanosvgrast.h"
namespace Slic3r {
namespace GUI {
static const std::map<const char, std::string> font_icons = {
{ImGui::PrintIconMarker , "cog" },
{ImGui::PrinterIconMarker , "printer" },
{ImGui::PrinterSlaIconMarker , "sla_printer" },
{ImGui::FilamentIconMarker , "spool" },
{ImGui::MaterialIconMarker , "resin" },
{ImGui::MinimalizeButton , "notification_minimalize" },
{ImGui::MinimalizeHoverButton , "notification_minimalize_hover" }
};
static const std::map<const char, std::string> font_icons_large = {
{ImGui::CloseNotifButton , "notification_close" },
{ImGui::CloseNotifHoverButton , "notification_close_hover" },
{ImGui::EjectButton , "notification_eject_sd" },
{ImGui::EjectHoverButton , "notification_eject_sd_hover" },
{ImGui::WarningMarker , "notification_warning" },
{ImGui::ErrorMarker , "notification_error" }
};
const ImVec4 ImGuiWrapper::COL_GREY_DARK = { 0.333f, 0.333f, 0.333f, 1.0f };
const ImVec4 ImGuiWrapper::COL_GREY_LIGHT = { 0.4f, 0.4f, 0.4f, 1.0f };
const ImVec4 ImGuiWrapper::COL_ORANGE_DARK = { 0.757f, 0.404f, 0.216f, 1.0f };
const ImVec4 ImGuiWrapper::COL_ORANGE_LIGHT = { 1.0f, 0.49f, 0.216f, 1.0f };
const ImVec4 ImGuiWrapper::COL_WINDOW_BACKGROUND = { 0.133f, 0.133f, 0.133f, 0.8f };
const ImVec4 ImGuiWrapper::COL_BUTTON_BACKGROUND = COL_ORANGE_DARK;
const ImVec4 ImGuiWrapper::COL_BUTTON_HOVERED = COL_ORANGE_LIGHT;
const ImVec4 ImGuiWrapper::COL_BUTTON_ACTIVE = ImGuiWrapper::COL_BUTTON_HOVERED;
ImGuiWrapper::ImGuiWrapper()
: m_glyph_ranges(nullptr)
, m_font_cjk(false)
, m_font_size(18.0)
, m_font_texture(0)
, m_style_scaling(1.0)
, m_mouse_buttons(0)
, m_disabled(false)
, m_new_frame_open(false)
{
ImGui::CreateContext();
init_input();
init_style();
ImGui::GetIO().IniFilename = nullptr;
}
ImGuiWrapper::~ImGuiWrapper()
{
destroy_font();
ImGui::DestroyContext();
}
void ImGuiWrapper::set_language(const std::string &language)
{
if (m_new_frame_open) {
// ImGUI internally locks the font between NewFrame() and EndFrame()
// NewFrame() might've been called here because of input from the 3D scene;
// call EndFrame()
ImGui::EndFrame();
m_new_frame_open = false;
}
const ImWchar *ranges = nullptr;
size_t idx = language.find('_');
std::string lang = (idx == std::string::npos) ? language : language.substr(0, idx);
static const ImWchar ranges_latin2[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0100, 0x017F, // Latin Extended-A
0,
};
static const ImWchar ranges_turkish[] = {
0x0020, 0x01FF, // Basic Latin + Latin Supplement
0x0100, 0x017F, // Latin Extended-A
0x0180, 0x01FF, // Turkish
0,
};
static const ImWchar ranges_vietnamese[] =
{
0x0020, 0x00FF, // Basic Latin
0x0102, 0x0103,
0x0110, 0x0111,
0x0128, 0x0129,
0x0168, 0x0169,
0x01A0, 0x01A1,
0x01AF, 0x01B0,
0x1EA0, 0x1EF9,
0,
};
m_font_cjk = false;
if (lang == "cs" || lang == "pl") {
ranges = ranges_latin2;
} else if (lang == "ru" || lang == "uk") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
} else if (lang == "tr") {
ranges = ranges_turkish;
} else if (lang == "vi") {
ranges = ranges_vietnamese;
} else if (lang == "ja") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
m_font_cjk = true;
} else if (lang == "ko") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesKorean(); // Default + Korean characters
m_font_cjk = true;
} else if (lang == "zh") {
ranges = (language == "zh_TW") ?
// Traditional Chinese
// Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
ImGui::GetIO().Fonts->GetGlyphRangesChineseFull() :
// Simplified Chinese
// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
ImGui::GetIO().Fonts->GetGlyphRangesChineseSimplifiedCommon();
m_font_cjk = true;
} else if (lang == "th") {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesThai(); // Default + Thai characters
} else {
ranges = ImGui::GetIO().Fonts->GetGlyphRangesDefault(); // Basic Latin, Extended Latin
}
if (ranges != m_glyph_ranges) {
m_glyph_ranges = ranges;
destroy_font();
}
}
void ImGuiWrapper::set_display_size(float w, float h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(w, h);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
}
void ImGuiWrapper::set_scaling(float font_size, float scale_style, float scale_both)
{
font_size *= scale_both;
scale_style *= scale_both;
if (m_font_size == font_size && m_style_scaling == scale_style) {
return;
}
m_font_size = font_size;
ImGui::GetStyle().ScaleAllSizes(scale_style / m_style_scaling);
m_style_scaling = scale_style;
destroy_font();
}
bool ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
{
if (! display_initialized()) {
return false;
}
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
io.MouseDown[0] = evt.LeftIsDown();
io.MouseDown[1] = evt.RightIsDown();
io.MouseDown[2] = evt.MiddleIsDown();
float wheel_delta = static_cast<float>(evt.GetWheelDelta());
if (wheel_delta != 0.0f)
io.MouseWheel = static_cast<float>(evt.GetWheelRotation()) / wheel_delta;
unsigned buttons = (evt.LeftIsDown() ? 1 : 0) | (evt.RightIsDown() ? 2 : 0) | (evt.MiddleIsDown() ? 4 : 0);
m_mouse_buttons = buttons;
new_frame();
return want_mouse();
}
bool ImGuiWrapper::update_key_data(wxKeyEvent &evt)
{
if (! display_initialized()) {
return false;
}
ImGuiIO& io = ImGui::GetIO();
if (evt.GetEventType() == wxEVT_CHAR) {
// Char event
const auto key = evt.GetUnicodeKey();
if (key != 0) {
io.AddInputCharacter(key);
}
new_frame();
return want_keyboard() || want_text_input();
} else {
// Key up/down event
int key = evt.GetKeyCode();
wxCHECK_MSG(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown), false, "Received invalid key code");
io.KeysDown[key] = evt.GetEventType() == wxEVT_KEY_DOWN;
io.KeyShift = evt.ShiftDown();
io.KeyCtrl = evt.ControlDown();
io.KeyAlt = evt.AltDown();
io.KeySuper = evt.MetaDown();
new_frame();
return want_keyboard() || want_text_input();
}
}
void ImGuiWrapper::new_frame()
{
if (m_new_frame_open) {
return;
}
if (m_font_texture == 0) {
init_font(true);
}
ImGui::NewFrame();
m_new_frame_open = true;
}
void ImGuiWrapper::render()
{
ImGui::Render();
render_draw_data(ImGui::GetDrawData());
m_new_frame_open = false;
}
ImVec2 ImGuiWrapper::calc_text_size(const wxString &text)
{
auto text_utf8 = into_u8(text);
ImVec2 size = ImGui::CalcTextSize(text_utf8.c_str());
/*#ifdef __linux__
size.x *= m_style_scaling;
size.y *= m_style_scaling;
#endif*/
return size;
}
void ImGuiWrapper::set_next_window_pos(float x, float y, int flag, float pivot_x, float pivot_y)
{
ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag, ImVec2(pivot_x, pivot_y));
ImGui::SetNextWindowSize(ImVec2(0.0, 0.0));
}
void ImGuiWrapper::set_next_window_bg_alpha(float alpha)
{
ImGui::SetNextWindowBgAlpha(alpha);
}
void ImGuiWrapper::set_next_window_size(float x, float y, ImGuiCond cond)
{
ImGui::SetNextWindowSize(ImVec2(x, y), cond);
}
bool ImGuiWrapper::begin(const std::string &name, int flags)
{
return ImGui::Begin(name.c_str(), nullptr, (ImGuiWindowFlags)flags);
}
bool ImGuiWrapper::begin(const wxString &name, int flags)
{
return begin(into_u8(name), flags);
}
bool ImGuiWrapper::begin(const std::string& name, bool* close, int flags)
{
return ImGui::Begin(name.c_str(), close, (ImGuiWindowFlags)flags);
}
bool ImGuiWrapper::begin(const wxString& name, bool* close, int flags)
{
return begin(into_u8(name), close, flags);
}
void ImGuiWrapper::end()
{
ImGui::End();
}
bool ImGuiWrapper::button(const wxString &label)
{
auto label_utf8 = into_u8(label);
return ImGui::Button(label_utf8.c_str());
}
bool ImGuiWrapper::button(const wxString& label, float width, float height)
{
auto label_utf8 = into_u8(label);
return ImGui::Button(label_utf8.c_str(), ImVec2(width, height));
}
bool ImGuiWrapper::radio_button(const wxString &label, bool active)
{
auto label_utf8 = into_u8(label);
return ImGui::RadioButton(label_utf8.c_str(), active);
}
bool ImGuiWrapper::image_button()
{
return false;
}
bool ImGuiWrapper::input_double(const std::string &label, const double &value, const std::string &format)
{
return ImGui::InputDouble(label.c_str(), const_cast<double*>(&value), 0.0f, 0.0f, format.c_str());
}
bool ImGuiWrapper::input_double(const wxString &label, const double &value, const std::string &format)
{
auto label_utf8 = into_u8(label);
return input_double(label_utf8, value, format);
}
bool ImGuiWrapper::input_vec3(const std::string &label, const Vec3d &value, float width, const std::string &format)
{
bool value_changed = false;
ImGui::BeginGroup();
for (int i = 0; i < 3; ++i)
{
std::string item_label = (i == 0) ? "X" : ((i == 1) ? "Y" : "Z");
ImGui::PushID(i);
ImGui::PushItemWidth(width);
value_changed |= ImGui::InputDouble(item_label.c_str(), const_cast<double*>(&value(i)), 0.0f, 0.0f, format.c_str());
ImGui::PopID();
}
ImGui::EndGroup();
return value_changed;
}
bool ImGuiWrapper::checkbox(const wxString &label, bool &value)
{
auto label_utf8 = into_u8(label);
return ImGui::Checkbox(label_utf8.c_str(), &value);
}
void ImGuiWrapper::text(const char *label)
{
ImGui::Text("%s", label);
}
void ImGuiWrapper::text(const std::string &label)
{
this->text(label.c_str());
}
void ImGuiWrapper::text(const wxString &label)
{
auto label_utf8 = into_u8(label);
this->text(label_utf8.c_str());
}
void ImGuiWrapper::text_colored(const ImVec4& color, const char* label)
{
ImGui::TextColored(color, "%s", label);
}
void ImGuiWrapper::text_colored(const ImVec4& color, const std::string& label)
{
this->text_colored(color, label.c_str());
}
void ImGuiWrapper::text_colored(const ImVec4& color, const wxString& label)
{
auto label_utf8 = into_u8(label);
this->text_colored(color, label_utf8.c_str());
}
bool ImGuiWrapper::slider_float(const char* label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/)
{
return ImGui::SliderFloat(label, v, v_min, v_max, format, power);
}
bool ImGuiWrapper::slider_float(const std::string& label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/)
{
return this->slider_float(label.c_str(), v, v_min, v_max, format, power);
}
bool ImGuiWrapper::slider_float(const wxString& label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/)
{
auto label_utf8 = into_u8(label);
return this->slider_float(label_utf8.c_str(), v, v_min, v_max, format, power);
}
bool ImGuiWrapper::combo(const wxString& label, const std::vector<std::string>& options, int& selection)
{
// this is to force the label to the left of the widget:
text(label);
ImGui::SameLine();
int selection_out = selection;
bool res = false;
const char *selection_str = selection < int(options.size()) && selection >= 0 ? options[selection].c_str() : "";
if (ImGui::BeginCombo("", selection_str)) {
for (int i = 0; i < (int)options.size(); i++) {
if (ImGui::Selectable(options[i].c_str(), i == selection)) {
selection_out = i;
}
}
ImGui::EndCombo();
res = true;
}
selection = selection_out;
return res;
}
// Scroll up for one item
static void scroll_up()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float item_size_y = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y;
float win_top = window->Scroll.y;
ImGui::SetScrollY(win_top - item_size_y);
}
// Scroll down for one item
static void scroll_down()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float item_size_y = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y;
float win_top = window->Scroll.y;
ImGui::SetScrollY(win_top + item_size_y);
}
static void process_mouse_wheel(int& mouse_wheel)
{
if (mouse_wheel > 0)
scroll_up();
else if (mouse_wheel < 0)
scroll_down();
mouse_wheel = 0;
}
bool ImGuiWrapper::undo_redo_list(const ImVec2& size, const bool is_undo, bool (*items_getter)(const bool , int , const char**), int& hovered, int& selected, int& mouse_wheel)
{
bool is_hovered = false;
ImGui::ListBoxHeader("", size);
int i=0;
const char* item_text;
while (items_getter(is_undo, i, &item_text))
{
ImGui::Selectable(item_text, i < hovered);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("%s", item_text);
hovered = i;
is_hovered = true;
}
if (ImGui::IsItemClicked())
selected = i;
i++;
}
if (is_hovered)
process_mouse_wheel(mouse_wheel);
ImGui::ListBoxFooter();
return is_hovered;
}
// It's a copy of IMGui::Selactable function.
// But a little beat modified to change a label text.
// If item is hovered we should use another color for highlighted letters.
// To do that we push a ColorMarkerHovered symbol at the very beginning of the label
// This symbol will be used to a color selection for the highlighted letters.
// see imgui_draw.cpp, void ImFont::RenderText()
static bool selectable(const char* label, bool selected, ImGuiSelectableFlags flags = 0, const ImVec2& size_arg = ImVec2(0, 0))
{
ImGuiWindow* window = ImGui::GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
ImGui::PushColumnsBackground();
ImGuiID id = window->GetID(label);
ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
ImRect bb_inner(pos, pos + size);
ImGui::ItemSize(size, 0.0f);
// Fill horizontal space.
ImVec2 window_padding = window->WindowPadding;
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x;
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
ImRect bb(pos, pos + size_draw);
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
bb.Max.x += window_padding.x;
// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
const float spacing_x = style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y;
const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U;
bb.Max.x += (spacing_x - spacing_L);
bb.Max.y += (spacing_y - spacing_U);
bool item_add;
if (flags & ImGuiSelectableFlags_Disabled)
{
ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
item_add = ImGui::ItemAdd(bb, id);
window->DC.ItemFlags = backup_item_flags;
}
else
{
item_add = ImGui::ItemAdd(bb, id);
}
if (!item_add)
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
ImGui::PopColumnsBackground();
return false;
}
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
if (flags & ImGuiSelectableFlags_PressedOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_PressedOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
const bool was_selected = selected;
bool hovered, held;
bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
g.NavDisableHighlight = true;
ImGui::SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
}
}
if (pressed)
ImGui::MarkItemEdited(id);
if (flags & ImGuiSelectableFlags_AllowItemOverlap)
ImGui::SetItemAllowOverlap();
// In this branch, Selectable() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))
hovered = true;
if (hovered || selected)
{
const ImU32 col = ImGui::GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
ImGui::RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
ImGui::RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
}
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
{
ImGui::PopColumnsBackground();
bb.Max.x -= (ImGui::GetContentRegionMax().x - max_x);
}
// mark a label with a ImGui::ColorMarkerHovered, if item is hovered
char* marked_label = new char[512]; //255 symbols is not enough for translated string (e.t. to Russian)
if (hovered)
sprintf(marked_label, "%c%s", ImGui::ColorMarkerHovered, label);
else
strcpy(marked_label, label);
if (flags & ImGuiSelectableFlags_Disabled) ImGui::PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
ImGui::RenderTextClipped(bb_inner.Min, bb_inner.Max, marked_label, NULL, &label_size, style.SelectableTextAlign, &bb);
if (flags & ImGuiSelectableFlags_Disabled) ImGui::PopStyleColor();
delete[] marked_label;
// Automatically close popups
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) ImGui::CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return pressed;
}
// Scroll so that the hovered item is at the top of the window
static void scroll_y(int hover_id)
{
if (hover_id < 0)
return;
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float item_size_y = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y;
float item_delta = 0.5 * item_size_y;
float item_top = item_size_y * hover_id;
float item_bottom = item_top + item_size_y;
float win_top = window->Scroll.y;
float win_bottom = window->Scroll.y + window->Size.y;
if (item_bottom + item_delta >= win_bottom)
ImGui::SetScrollY(win_top + item_size_y);
else if (item_top - item_delta <= win_top)
ImGui::SetScrollY(win_top - item_size_y);
}
// Use this function instead of ImGui::IsKeyPressed.
// ImGui::IsKeyPressed is related for *GImGui.IO.KeysDownDuration[user_key_index]
// And after first key pressing IsKeyPressed() return "true" always even if key wasn't pressed
static void process_key_down(ImGuiKey imgui_key, std::function<void()> f)
{
if (ImGui::IsKeyDown(ImGui::GetKeyIndex(imgui_key)))
{
f();
// set KeysDown to false to avoid redundant key down processing
ImGuiContext& g = *GImGui;
g.IO.KeysDown[ImGui::GetKeyIndex(imgui_key)] = false;
}
}
void ImGuiWrapper::search_list(const ImVec2& size_, bool (*items_getter)(int, const char** label, const char** tooltip), char* search_str,
Search::OptionViewParameters& view_params, int& selected, bool& edited, int& mouse_wheel, bool is_localized)
{
int& hovered_id = view_params.hovered_id;
// ImGui::ListBoxHeader("", size);
{
// rewrote part of function to add a TextInput instead of label Text
ImGuiContext& g = *GImGui;
ImGuiWindow* window = ImGui::GetCurrentWindow();
if (window->SkipItems)
return ;
const ImGuiStyle& style = g.Style;
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
ImVec2 size = ImGui::CalcItemSize(size_, ImGui::CalcItemWidth(), ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
ImRect frame_bb(window->DC.CursorPos, ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y + size.y));
ImRect bb(frame_bb.Min, frame_bb.Max);
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
g.NextItemData.ClearFlags();
if (!ImGui::IsRectVisible(bb.Min, bb.Max))
{
ImGui::ItemSize(bb.GetSize(), style.FramePadding.y);
ImGui::ItemAdd(bb, 0, &frame_bb);
return ;
}
ImGui::BeginGroup();
const ImGuiID id = ImGui::GetID(search_str);
ImVec2 search_size = ImVec2(size.x, ImGui::GetTextLineHeightWithSpacing() + style.ItemSpacing.y);
if (!ImGui::IsAnyItemFocused() && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0))
ImGui::SetKeyboardFocusHere(0);
// The press on Esc key invokes editing of InputText (removes last changes)
// So we should save previous value...
std::string str = search_str;
ImGui::InputTextEx("", NULL, search_str, 40, search_size, ImGuiInputTextFlags_AutoSelectAll, NULL, NULL);
edited = ImGui::IsItemEdited();
if (edited)
hovered_id = 0;
process_key_down(ImGuiKey_Escape, [&selected, search_str, str]() {
// use 9999 to mark selection as a Esc key
selected = 9999;
// ... and when Esc key was pressed, than revert search_str value
strcpy(search_str, str.c_str());
});
ImGui::BeginChildFrame(id, frame_bb.GetSize());
}
int i = 0;
const char* item_text;
const char* tooltip;
int mouse_hovered = -1;
while (items_getter(i, &item_text, &tooltip))
{
selectable(item_text, i == hovered_id);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("%s", /*item_text*/tooltip);
hovered_id = -1;
mouse_hovered = i;
}
if (ImGui::IsItemClicked())
selected = i;
i++;
}
// Process mouse wheel
if (mouse_hovered > 0)
process_mouse_wheel(mouse_wheel);
// process Up/DownArrows and Enter
process_key_down(ImGuiKey_UpArrow, [&hovered_id, mouse_hovered]() {
if (mouse_hovered > 0)
scroll_up();
else {
if (hovered_id > 0)
--hovered_id;
scroll_y(hovered_id);
}
});
process_key_down(ImGuiKey_DownArrow, [&hovered_id, mouse_hovered, i]() {
if (mouse_hovered > 0)
scroll_down();
else {
if (hovered_id < 0)
hovered_id = 0;
else if (hovered_id < i - 1)
++hovered_id;
scroll_y(hovered_id);
}
});
process_key_down(ImGuiKey_Enter, [&selected, hovered_id]() {
selected = hovered_id;
});
ImGui::ListBoxFooter();
auto check_box = [&edited, this](const wxString& label, bool& check) {
ImGui::SameLine();
bool ch = check;
checkbox(label, ch);
if (ImGui::IsItemClicked()) {
check = !check;
edited = true;
}
};
ImGui::AlignTextToFramePadding();
// add checkboxes for show/hide Categories and Groups
text(_L("Use for search")+":");
check_box(_L("Category"), view_params.category);
if (is_localized)
check_box(_L("Search in English"), view_params.english);
}
void ImGuiWrapper::title(const std::string& str)
{
text(str);
ImGui::Separator();
}
void ImGuiWrapper::disabled_begin(bool disabled)
{
wxCHECK_RET(!m_disabled, "ImGUI: Unbalanced disabled_begin() call");
if (disabled) {
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, ImGui::GetStyle().Alpha * 0.5f);
m_disabled = true;
}
}
void ImGuiWrapper::disabled_end()
{
if (m_disabled) {
ImGui::PopItemFlag();
ImGui::PopStyleVar();
m_disabled = false;
}
}
bool ImGuiWrapper::want_mouse() const
{
return ImGui::GetIO().WantCaptureMouse;
}
bool ImGuiWrapper::want_keyboard() const
{
return ImGui::GetIO().WantCaptureKeyboard;
}
bool ImGuiWrapper::want_text_input() const
{
return ImGui::GetIO().WantTextInput;
}
bool ImGuiWrapper::want_any_input() const
{
const auto io = ImGui::GetIO();
return io.WantCaptureMouse || io.WantCaptureKeyboard || io.WantTextInput;
}
#ifdef __APPLE__
static const ImWchar ranges_keyboard_shortcuts[] =
{
0x21E7, 0x21E7, // OSX Shift Key symbol
0x2318, 0x2318, // OSX Command Key symbol
0x2325, 0x2325, // OSX Option Key symbol
0,
};
#endif // __APPLE__
std::vector<unsigned char> ImGuiWrapper::load_svg(const std::string& bitmap_name, unsigned target_width, unsigned target_height)
{
std::vector<unsigned char> empty_vector;
#ifdef __WXMSW__
std::string folder = "white\\";
#else
std::string folder = "white/";
#endif
if (!boost::filesystem::exists(Slic3r::var(folder + bitmap_name + ".svg")))
folder.clear();
NSVGimage* image = ::nsvgParseFromFile(Slic3r::var(folder + bitmap_name + ".svg").c_str(), "px", 96.0f);
if (image == nullptr)
return empty_vector;
float svg_scale = target_height != 0 ?
(float)target_height / image->height : target_width != 0 ?
(float)target_width / image->width : 1;
int width = (int)(svg_scale * image->width + 0.5f);
int height = (int)(svg_scale * image->height + 0.5f);
int n_pixels = width * height;
if (n_pixels <= 0) {
::nsvgDelete(image);
return empty_vector;
}
NSVGrasterizer* rast = ::nsvgCreateRasterizer();
if (rast == nullptr) {
::nsvgDelete(image);
return empty_vector;
}
std::vector<unsigned char> data(n_pixels * 4, 0);
::nsvgRasterize(rast, image, 0, 0, svg_scale, data.data(), width, height, width * 4);
::nsvgDeleteRasterizer(rast);
::nsvgDelete(image);
return data;
}
void ImGuiWrapper::init_font(bool compress)
{
destroy_font();
ImGuiIO& io = ImGui::GetIO();
io.Fonts->Clear();
// Create ranges of characters from m_glyph_ranges, possibly adding some OS specific special characters.
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
builder.AddRanges(m_glyph_ranges);
#ifdef __APPLE__
if (m_font_cjk)
// Apple keyboard shortcuts are only contained in the CJK fonts.
builder.AddRanges(ranges_keyboard_shortcuts);
#endif
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
//FIXME replace with io.Fonts->AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, m_font_size, nullptr, ranges.Data);
//https://github.com/ocornut/imgui/issues/220
ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/" + (m_font_cjk ? "NotoSansCJK-Regular.ttc" : "NotoSans-Regular.ttf")).c_str(), m_font_size, nullptr, ranges.Data);
if (font == nullptr) {
font = io.Fonts->AddFontDefault();
if (font == nullptr) {
throw Slic3r::RuntimeError("ImGui: Could not load deafult font");
}
}
#ifdef __APPLE__
ImFontConfig config;
config.MergeMode = true;
if (! m_font_cjk) {
// Apple keyboard shortcuts are only contained in the CJK fonts.
ImFont *font_cjk = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/NotoSansCJK-Regular.ttc").c_str(), m_font_size, &config, ranges_keyboard_shortcuts);
assert(font_cjk != nullptr);
}
#endif
float font_scale = m_font_size/15;
int icon_sz = lround(16 * font_scale); // default size of icon is 16 px
int rect_id = io.Fonts->CustomRects.Size; // id of the rectangle added next
// add rectangles for the icons to the font atlas
for (auto& icon : font_icons)
io.Fonts->AddCustomRectFontGlyph(font, icon.first, icon_sz, icon_sz, 3.0 * font_scale + icon_sz);
for (auto& icon : font_icons_large)
io.Fonts->AddCustomRectFontGlyph(font, icon.first, icon_sz * 2, icon_sz * 2, 3.0 * font_scale + icon_sz * 2);
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Fill rectangles from the SVG-icons
for (auto icon : font_icons) {
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) {
assert(rect->Width == icon_sz);
assert(rect->Height == icon_sz);
std::vector<unsigned char> raw_data = load_svg(icon.second, icon_sz, icon_sz);
const ImU32* pIn = (ImU32*)raw_data.data();
for (int y = 0; y < icon_sz; y++) {
ImU32* pOut = (ImU32*)pixels + (rect->Y + y) * width + (rect->X);
for (int x = 0; x < icon_sz; x++)
*pOut++ = *pIn++;
}
}
rect_id++;
}
icon_sz *= 2; // default size of large icon is 32 px
for (auto icon : font_icons_large) {
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) {
assert(rect->Width == icon_sz);
assert(rect->Height == icon_sz);
std::vector<unsigned char> raw_data = load_svg(icon.second, icon_sz, icon_sz);
const ImU32* pIn = (ImU32*)raw_data.data();
for (int y = 0; y < icon_sz; y++) {
ImU32* pOut = (ImU32*)pixels + (rect->Y + y) * width + (rect->X);
for (int x = 0; x < icon_sz; x++)
*pOut++ = *pIn++;
}
}
rect_id++;
}
// Upload texture to graphics system
GLint last_texture;
glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
glsafe(::glGenTextures(1, &m_font_texture));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_font_texture));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
if (compress && GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)m_font_texture;
// Restore state
glsafe(::glBindTexture(GL_TEXTURE_2D, last_texture));
}
void ImGuiWrapper::init_input()
{
ImGuiIO& io = ImGui::GetIO();
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = WXK_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = WXK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = WXK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = WXK_UP;
io.KeyMap[ImGuiKey_DownArrow] = WXK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = WXK_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = WXK_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = WXK_HOME;
io.KeyMap[ImGuiKey_End] = WXK_END;
io.KeyMap[ImGuiKey_Insert] = WXK_INSERT;
io.KeyMap[ImGuiKey_Delete] = WXK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = WXK_BACK;
io.KeyMap[ImGuiKey_Space] = WXK_SPACE;
io.KeyMap[ImGuiKey_Enter] = WXK_RETURN;
io.KeyMap[ImGuiKey_Escape] = WXK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
// Don't let imgui special-case Mac, wxWidgets already do that
io.ConfigMacOSXBehaviors = false;
// Setup clipboard interaction callbacks
io.SetClipboardTextFn = clipboard_set;
io.GetClipboardTextFn = clipboard_get;
io.ClipboardUserData = this;
}
void ImGuiWrapper::init_style()
{
ImGuiStyle &style = ImGui::GetStyle();
auto set_color = [&](ImGuiCol_ entity, ImVec4 color) {
style.Colors[entity] = color;
};
// Window
style.WindowRounding = 4.0f;
set_color(ImGuiCol_WindowBg, COL_WINDOW_BACKGROUND);
set_color(ImGuiCol_TitleBgActive, COL_ORANGE_DARK);
// Generics
set_color(ImGuiCol_FrameBg, COL_GREY_DARK);
set_color(ImGuiCol_FrameBgHovered, COL_GREY_LIGHT);
set_color(ImGuiCol_FrameBgActive, COL_GREY_LIGHT);
// Text selection
set_color(ImGuiCol_TextSelectedBg, COL_ORANGE_DARK);
// Buttons
set_color(ImGuiCol_Button, COL_BUTTON_BACKGROUND);
set_color(ImGuiCol_ButtonHovered, COL_BUTTON_HOVERED);
set_color(ImGuiCol_ButtonActive, COL_BUTTON_ACTIVE);
// Checkbox
set_color(ImGuiCol_CheckMark, COL_ORANGE_LIGHT);
// ComboBox items
set_color(ImGuiCol_Header, COL_ORANGE_DARK);
set_color(ImGuiCol_HeaderHovered, COL_ORANGE_LIGHT);
set_color(ImGuiCol_HeaderActive, COL_ORANGE_LIGHT);
// Slider
set_color(ImGuiCol_SliderGrab, COL_ORANGE_DARK);
set_color(ImGuiCol_SliderGrabActive, COL_ORANGE_LIGHT);
// Separator
set_color(ImGuiCol_Separator, COL_ORANGE_LIGHT);
// Tabs
set_color(ImGuiCol_Tab, COL_ORANGE_DARK);
set_color(ImGuiCol_TabHovered, COL_ORANGE_LIGHT);
set_color(ImGuiCol_TabActive, COL_ORANGE_LIGHT);
set_color(ImGuiCol_TabUnfocused, COL_GREY_DARK);
set_color(ImGuiCol_TabUnfocusedActive, COL_GREY_LIGHT);
}
void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// 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, polygon fill.
GLint last_texture; glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
glsafe(::glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_LIGHTING));
glsafe(::glDisable(GL_COLOR_MATERIAL));
glsafe(::glEnable(GL_SCISSOR_TEST));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glEnableClientState(GL_COLOR_ARRAY));
glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
GLint texture_env_mode = GL_MODULATE;
glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
glsafe(::glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f));
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
// Render command lists
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glsafe(::glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))));
glsafe(::glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))));
glsafe(::glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_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)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glsafe(::glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)));
// Bind texture, Draw
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer));
}
}
idx_buffer += pcmd->ElemCount;
}
}
// Restore modified state
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texture_env_mode));
glsafe(::glDisableClientState(GL_COLOR_ARRAY));
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix());
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glPopMatrix());
glsafe(::glPopAttrib());
glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]));
glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
}
bool ImGuiWrapper::display_initialized() const
{
const ImGuiIO& io = ImGui::GetIO();
return io.DisplaySize.x >= 0.0f && io.DisplaySize.y >= 0.0f;
}
void ImGuiWrapper::destroy_font()
{
if (m_font_texture != 0) {
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = 0;
glsafe(::glDeleteTextures(1, &m_font_texture));
m_font_texture = 0;
}
}
const char* ImGuiWrapper::clipboard_get(void* user_data)
{
ImGuiWrapper *self = reinterpret_cast<ImGuiWrapper*>(user_data);
const char* res = "";
if (wxTheClipboard->Open()) {
if (wxTheClipboard->IsSupported(wxDF_TEXT)) {
wxTextDataObject data;
wxTheClipboard->GetData(data);
if (data.GetTextLength() > 0) {
self->m_clipboard_text = into_u8(data.GetText());
res = self->m_clipboard_text.c_str();
}
}
wxTheClipboard->Close();
}
return res;
}
void ImGuiWrapper::clipboard_set(void* /* user_data */, const char* text)
{
if (wxTheClipboard->Open()) {
wxTheClipboard->SetData(new wxTextDataObject(wxString::FromUTF8(text))); // object owned by the clipboard
wxTheClipboard->Close();
}
}
} // namespace GUI
} // namespace Slic3r