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nuklear_sdl.c
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#include <string.h>
#include <SDL2/SDL.h>
#include "nuklear_sdl.h"
#define NK_IMPLEMENTATION
#include "nuklear.h"
struct nk_sdl_device {
struct nk_buffer cmds;
struct nk_draw_null_texture null;
GLuint vbo, vao, ebo;
GLuint prog;
GLuint vert_shdr;
GLuint frag_shdr;
GLint attrib_pos;
GLint attrib_uv;
GLint attrib_col;
GLint uniform_tex;
GLint uniform_proj;
GLuint font_tex;
};
static struct nk_sdl {
SDL_Window *win;
struct nk_sdl_device ogl;
struct nk_context ctx;
struct nk_font_atlas atlas;
} sdl;
NK_API void
nk_sdl_device_create(void)
{
GLint status;
static const GLchar *vertex_shader =
#ifdef __MINGW32__
"#version 130\n" /* 100 to 150*/
#else
"#version 300 es\n"
#endif
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 TexCoord;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main(){\n"
" Frag_UV = TexCoord;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
static const GLchar *fragment_shader =
#ifdef __MINGW32__
"#version 130\n" /* 100 to 150*/
#else
"#version 300 es\n"
#endif
#ifndef __MINGW32__
"precision mediump float;\n"
#endif
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main(){\n"
#ifdef __MINGW32__
/*Frag_Color * texture(Texture, Frag_UV)*/
" Out_Color = Frag_Color * texture2D(Texture, Frag_UV);\n"
#else
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
#endif
"}\n";
struct nk_sdl_device *dev = &sdl.ogl;
nk_buffer_init_default(&dev->cmds);
dev->prog = glCreateProgram();
dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
glCompileShader(dev->vert_shdr);
glCompileShader(dev->frag_shdr);
glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glAttachShader(dev->prog, dev->vert_shdr);
glAttachShader(dev->prog, dev->frag_shdr);
glLinkProgram(dev->prog);
glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
assert(status == GL_TRUE);
dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
{
/* buffer setup */
GLsizei vs = sizeof(struct nk_draw_vertex);
size_t vp = offsetof(struct nk_draw_vertex, position);
size_t vt = offsetof(struct nk_draw_vertex, uv);
size_t vc = offsetof(struct nk_draw_vertex, col);
glGenBuffers(1, &dev->vbo);
glGenBuffers(1, &dev->ebo);
glGenVertexArrays(1, &dev->vao);
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glEnableVertexAttribArray((GLuint)dev->attrib_pos);
glEnableVertexAttribArray((GLuint)dev->attrib_uv);
glEnableVertexAttribArray((GLuint)dev->attrib_col);
glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
NK_INTERN void
nk_sdl_device_upload_atlas(const void *image, int width, int height)
{
struct nk_sdl_device *dev = &sdl.ogl;
glGenTextures(1, &dev->font_tex);
glBindTexture(GL_TEXTURE_2D, dev->font_tex);
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_RGBA, (GLsizei)width, (GLsizei)height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image);
}
NK_API void
nk_sdl_device_destroy(void)
{
struct nk_sdl_device *dev = &sdl.ogl;
glDetachShader(dev->prog, dev->vert_shdr);
glDetachShader(dev->prog, dev->frag_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteShader(dev->frag_shdr);
glDeleteProgram(dev->prog);
glDeleteTextures(1, &dev->font_tex);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
nk_buffer_free(&dev->cmds);
}
NK_API void
nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_buffer)
{
struct nk_sdl_device *dev = &sdl.ogl;
int width, height;
GLint last_prog, last_tex;
GLint last_ebo, last_vbo, last_vao;
GLfloat ortho[4][4] = {
{2.0f, 0.0f, 0.0f, 0.0f},
{0.0f,-2.0f, 0.0f, 0.0f},
{0.0f, 0.0f,-1.0f, 0.0f},
{-1.0f,1.0f, 0.0f, 1.0f},
};
SDL_GetWindowSize(sdl.win, &width, &height);
ortho[0][0] /= (GLfloat)width;
ortho[1][1] /= (GLfloat)height;
/* save previous opengl state */
glGetIntegerv(GL_CURRENT_PROGRAM, &last_prog);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_tex);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_vao);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_ebo);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vbo);
/* setup global state */
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
/* setup program */
glUseProgram(dev->prog);
glUniform1i(dev->uniform_tex, 0);
glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
{
/* convert from command queue into draw list and draw to screen */
const struct nk_draw_command *cmd;
void *vertices, *elements;
const nk_draw_index *offset = NULL;
/* allocate vertex and element buffer */
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glBufferData(GL_ARRAY_BUFFER, max_vertex_buffer, NULL, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_element_buffer, NULL, GL_STREAM_DRAW);
/* load draw vertices & elements directly into vertex + element buffer */
vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
{
/* fill converting configuration */
struct nk_convert_config config;
memset(&config, 0, sizeof(config));
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.null = dev->null;
/* setup buffers to load vertices and elements */
{struct nk_buffer vbuf, ebuf;
nk_buffer_init_fixed(&vbuf, vertices, (size_t)max_vertex_buffer);
nk_buffer_init_fixed(&ebuf, elements, (size_t)max_element_buffer);
nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);}
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
/* iterate over and execute each draw command */
nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds) {
if (!cmd->elem_count) continue;
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor((GLint)cmd->clip_rect.x,
height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h),
(GLint)cmd->clip_rect.w, (GLint)cmd->clip_rect.h);
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
offset += cmd->elem_count;
}
nk_clear(&sdl.ctx);
}
/* restore old state */
glUseProgram((GLuint)last_prog);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_tex);
glBindBuffer(GL_ARRAY_BUFFER, (GLuint)last_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)last_ebo);
glBindVertexArray((GLuint)last_vao);
glDisable(GL_SCISSOR_TEST);
}
static void
nk_sdl_clipbard_paste(nk_handle usr, struct nk_text_edit *edit)
{
const char *text = SDL_GetClipboardText();
if (text) nk_textedit_paste(edit, text, nk_strlen(text));
(void)usr;
}
static void
nk_sdl_clipbard_copy(nk_handle usr, const char *text, int len)
{
char *str = 0;
(void)usr;
if (!len) return;
str = malloc((size_t)len+1);
if (!str) return;
memcpy(str, text, (size_t)len);
str[len] = '\0';
SDL_SetClipboardText(str);
free(str);
}
NK_API struct nk_context*
nk_sdl_init(SDL_Window *win)
{
sdl.win = win;
nk_init_default(&sdl.ctx, 0);
sdl.ctx.clip.copy = nk_sdl_clipbard_copy;
sdl.ctx.clip.paste = nk_sdl_clipbard_paste;
sdl.ctx.clip.userdata = nk_handle_ptr(0);
nk_sdl_device_create();
return &sdl.ctx;
}
NK_API void
nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
{
nk_font_atlas_init_default(&sdl.atlas);
nk_font_atlas_begin(&sdl.atlas);
*atlas = &sdl.atlas;
}
NK_API void
nk_sdl_font_stash_end(void)
{
const void *image; int w, h;
image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_sdl_device_upload_atlas(image, w, h);
nk_font_atlas_end(&sdl.atlas, nk_handle_id((int)sdl.ogl.font_tex), &sdl.ogl.null);
if (sdl.atlas.default_font)
nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
}
NK_API void
nk_sdl_handle_event(SDL_Event *evt)
{
struct nk_context *ctx = &sdl.ctx;
if (evt->type == SDL_WINDOWEVENT) {
/* handle window resizing */
if (evt->window.event != SDL_WINDOWEVENT_RESIZED) return;
glViewport(0, 0, evt->window.data1, evt->window.data2);
} else if (evt->type == SDL_KEYUP || evt->type == SDL_KEYDOWN) {
/* key events */
int down = evt->type == SDL_KEYDOWN;
const Uint8* state = SDL_GetKeyboardState(0);
SDL_Keycode sym = evt->key.keysym.sym;
if (sym == SDLK_RSHIFT || sym == SDLK_LSHIFT)
nk_input_key(ctx, NK_KEY_SHIFT, down);
else if (sym == SDLK_DELETE)
nk_input_key(ctx, NK_KEY_DEL, down);
else if (sym == SDLK_RETURN)
nk_input_key(ctx, NK_KEY_ENTER, down);
else if (sym == SDLK_TAB)
nk_input_key(ctx, NK_KEY_TAB, down);
else if (sym == SDLK_BACKSPACE)
nk_input_key(ctx, NK_KEY_BACKSPACE, down);
else if (sym == SDLK_HOME)
nk_input_key(ctx, NK_KEY_TEXT_START, down);
else if (sym == SDLK_END)
nk_input_key(ctx, NK_KEY_TEXT_END, down);
else if (sym == SDLK_z)
nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_r)
nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_c)
nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_v)
nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_x)
nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_b)
nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_e)
nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]);
else if (sym == SDLK_LEFT) {
if (state[SDL_SCANCODE_LCTRL])
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
else nk_input_key(ctx, NK_KEY_LEFT, down);
} else if (sym == SDLK_RIGHT) {
if (state[SDL_SCANCODE_LCTRL])
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
else nk_input_key(ctx, NK_KEY_RIGHT, down);
}
} else if (evt->type == SDL_MOUSEBUTTONDOWN || evt->type == SDL_MOUSEBUTTONUP) {
/* mouse button */
int down = evt->type == SDL_MOUSEBUTTONDOWN;
const int x = evt->button.x, y = evt->button.y;
if (evt->button.button == SDL_BUTTON_LEFT)
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down);
if (evt->button.button == SDL_BUTTON_MIDDLE)
nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down);
if (evt->button.button == SDL_BUTTON_RIGHT)
nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down);
} else if (evt->type == SDL_MOUSEMOTION) {
nk_input_motion(ctx, evt->motion.x, evt->motion.y);
} else if (evt->type == SDL_TEXTINPUT) {
nk_glyph glyph;
memcpy(glyph, evt->text.text, NK_UTF_SIZE);
nk_input_glyph(ctx, glyph);
} else if (evt->type == SDL_MOUSEWHEEL) {
nk_input_scroll(ctx,(float)evt->wheel.y);
}
}
NK_API
void nk_sdl_shutdown(void)
{
nk_font_atlas_clear(&sdl.atlas);
nk_free(&sdl.ctx);
nk_sdl_device_destroy();
}