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#include "ImGuiWrapper.hpp"
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#include <cstdio>
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#include <vector>
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#include <cmath>
#include <stdexcept>
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#include <boost/format.hpp>
#include <boost/log/trivial.hpp>
#include <wx/string.h>
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#include <wx/event.h>
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#include <wx/debug.h>
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#include <GL/glew.h>
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#include <imgui/imgui_internal.h>
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#include "libslic3r/libslic3r.h"
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#include "libslic3r/Utils.hpp"
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#include "GUI.hpp"
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namespace Slic3r {
namespace GUI {
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ImGuiWrapper :: ImGuiWrapper ()
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: m_font_texture ( 0 )
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, m_style_scaling ( 1.0 )
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, m_mouse_buttons ( 0 )
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, m_disabled ( false )
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{
}
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ImGuiWrapper ::~ ImGuiWrapper ()
{
destroy_device_objects ();
ImGui :: DestroyContext ();
}
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bool ImGuiWrapper :: init ()
{
ImGui :: CreateContext ();
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init_default_font ( m_style_scaling );
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ImGui :: GetIO (). IniFilename = nullptr ;
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return true ;
}
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 );
}
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void ImGuiWrapper :: set_style_scaling ( float scaling )
{
if ( ! std :: isnan ( scaling ) && ! std :: isinf ( scaling ) && scaling != m_style_scaling ) {
ImGui :: GetStyle (). ScaleAllSizes ( scaling / m_style_scaling );
init_default_font ( scaling );
m_style_scaling = scaling ;
}
}
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bool ImGuiWrapper :: update_mouse_data ( wxMouseEvent & evt )
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{
ImGuiIO & io = ImGui :: GetIO ();
io . MousePos = ImVec2 (( float ) evt . GetX (), ( float ) evt . GetY ());
io . MouseDown [ 0 ] = evt . LeftDown ();
io . MouseDown [ 1 ] = evt . RightDown ();
io . MouseDown [ 2 ] = evt . MiddleDown ();
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unsigned buttons = ( evt . LeftDown () ? 1 : 0 ) | ( evt . RightDown () ? 2 : 0 ) | ( evt . MiddleDown () ? 4 : 0 );
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bool res = buttons != m_mouse_buttons ;
m_mouse_buttons = buttons ;
return res ;
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}
void ImGuiWrapper :: new_frame ()
{
if ( m_font_texture == 0 )
create_device_objects ();
ImGui :: NewFrame ();
}
void ImGuiWrapper :: render ()
{
ImGui :: Render ();
render_draw_data ( ImGui :: GetDrawData ());
}
void ImGuiWrapper :: set_next_window_pos ( float x , float y , int flag )
{
ImGui :: SetNextWindowPos ( ImVec2 ( x , y ), ( ImGuiCond ) flag );
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ImGui :: SetNextWindowSize ( ImVec2 ( 0.0 , 0.0 ));
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}
void ImGuiWrapper :: set_next_window_bg_alpha ( float alpha )
{
ImGui :: SetNextWindowBgAlpha ( alpha );
}
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bool ImGuiWrapper :: begin ( const std :: string & name , int flags )
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{
return ImGui :: Begin ( name . c_str (), nullptr , ( ImGuiWindowFlags ) flags );
}
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bool ImGuiWrapper :: begin ( const wxString & name , int flags )
{
return begin ( into_u8 ( name ), flags );
}
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void ImGuiWrapper :: end ()
{
ImGui :: End ();
}
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bool ImGuiWrapper :: button ( const wxString & label )
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{
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auto label_utf8 = into_u8 ( label );
return ImGui :: Button ( label_utf8 . c_str ());
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}
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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_vec3 ( const std :: string & label , const Vec3d & value , float width , const std :: string & format )
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{
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 );
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value_changed |= ImGui :: InputDouble ( item_label . c_str (), const_cast < double *> ( & value ( i )), 0.0f , 0.0f , format . c_str ());
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ImGui :: PopID ();
}
ImGui :: EndGroup ();
return value_changed ;
}
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bool ImGuiWrapper :: checkbox ( const wxString & label , bool & value )
{
auto label_utf8 = into_u8 ( label );
return ImGui :: Checkbox ( label_utf8 . c_str (), & value );
}
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void ImGuiWrapper :: text ( const wxString & label )
{
auto label_utf8 = into_u8 ( label );
ImGui :: Text ( label_utf8 . c_str (), NULL );
}
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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 ;
}
}
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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 ;
}
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void ImGuiWrapper :: init_default_font ( float scaling )
{
static const float font_size = 18.0f ;
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destroy_fonts_texture ();
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ImGuiIO & io = ImGui :: GetIO ();
io . Fonts -> Clear ();
ImFont * font = io . Fonts -> AddFontFromFileTTF (( Slic3r :: resources_dir () + "/fonts/NotoSans-Regular.ttf" ). c_str (), font_size * scaling );
if ( font == nullptr ) {
font = io . Fonts -> AddFontDefault ();
if ( font == nullptr ) {
throw std :: runtime_error ( "ImGui: Could not load deafult font" );
}
}
}
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void ImGuiWrapper :: create_device_objects ()
{
create_fonts_texture ();
}
void ImGuiWrapper :: create_fonts_texture ()
{
// Build texture atlas
ImGuiIO & io = ImGui :: GetIO ();
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.
// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture );
glGenTextures ( 1 , & m_font_texture );
glBindTexture ( GL_TEXTURE_2D , m_font_texture );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 );
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
glBindTexture ( GL_TEXTURE_2D , last_texture );
}
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void ImGuiWrapper :: render_draw_data ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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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 );
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if ( fb_width == 0 || fb_height == 0 )
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return ;
draw_data -> ScaleClipRects ( io . DisplayFramebufferScale );
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// 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.
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GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture );
GLint last_polygon_mode [ 2 ]; glGetIntegerv ( GL_POLYGON_MODE , last_polygon_mode );
GLint last_viewport [ 4 ]; glGetIntegerv ( GL_VIEWPORT , last_viewport );
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GLint last_scissor_box [ 4 ]; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box );
glPushAttrib ( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT );
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glEnable ( GL_BLEND );
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA );
glDisable ( GL_CULL_FACE );
glDisable ( GL_DEPTH_TEST );
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glDisable ( GL_LIGHTING );
glDisable ( GL_COLOR_MATERIAL );
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glEnable ( GL_SCISSOR_TEST );
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glEnableClientState ( GL_VERTEX_ARRAY );
glEnableClientState ( GL_TEXTURE_COORD_ARRAY );
glEnableClientState ( GL_COLOR_ARRAY );
glEnable ( GL_TEXTURE_2D );
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glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL );
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glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE );
GLint texture_env_mode = GL_MODULATE ;
glGetTexEnviv ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , & texture_env_mode );
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE );
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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// 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.
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glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height );
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glMatrixMode ( GL_PROJECTION );
glPushMatrix ();
glLoadIdentity ();
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 );
glMatrixMode ( GL_MODELVIEW );
glPushMatrix ();
glLoadIdentity ();
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// Render command lists
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ImVec2 pos = draw_data -> DisplayPos ;
for ( int n = 0 ; n < draw_data -> CmdListsCount ; n ++ )
{
const ImDrawList * cmd_list = draw_data -> CmdLists [ n ];
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const ImDrawVert * vtx_buffer = cmd_list -> VtxBuffer . Data ;
const ImDrawIdx * idx_buffer = cmd_list -> IdxBuffer . Data ;
glVertexPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ), ( const GLvoid * )(( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , pos )));
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ), ( const GLvoid * )(( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , uv )));
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( ImDrawVert ), ( const GLvoid * )(( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , col )));
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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
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
glBindTexture ( GL_TEXTURE_2D , ( GLuint )( intptr_t ) pcmd -> TextureId );
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glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd -> ElemCount , sizeof ( ImDrawIdx ) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer );
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}
}
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idx_buffer += pcmd -> ElemCount ;
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}
}
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// Restore modified state
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glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , texture_env_mode );
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glDisableClientState ( GL_COLOR_ARRAY );
glDisableClientState ( GL_TEXTURE_COORD_ARRAY );
glDisableClientState ( GL_VERTEX_ARRAY );
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) last_texture );
glMatrixMode ( GL_MODELVIEW );
glPopMatrix ();
glMatrixMode ( GL_PROJECTION );
glPopMatrix ();
glPopAttrib ();
glPolygonMode ( GL_FRONT , ( GLenum ) last_polygon_mode [ 0 ]); glPolygonMode ( GL_BACK , ( GLenum ) last_polygon_mode [ 1 ]);
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glViewport ( last_viewport [ 0 ], last_viewport [ 1 ], ( GLsizei ) last_viewport [ 2 ], ( GLsizei ) last_viewport [ 3 ]);
glScissor ( last_scissor_box [ 0 ], last_scissor_box [ 1 ], ( GLsizei ) last_scissor_box [ 2 ], ( GLsizei ) last_scissor_box [ 3 ]);
}
void ImGuiWrapper :: destroy_device_objects ()
{
destroy_fonts_texture ();
}
void ImGuiWrapper :: destroy_fonts_texture ()
{
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if ( m_font_texture ) {
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ImGuiIO & io = ImGui :: GetIO ();
io . Fonts -> TexID = 0 ;
glDeleteTextures ( 1 , & m_font_texture );
m_font_texture = 0 ;
}
}
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} // namespace GUI
} // namespace Slic3r