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authorAndre Weissflog <floooh@gmail.com>2019-03-15 17:34:40 +0100
committerAndre Weissflog <floooh@gmail.com>2019-03-15 17:34:40 +0100
commit072b8d2158a0c73e6fd9456a983bb8bacd9a1e43 (patch)
tree34683bedfe03aa64609bd3e418a589452e993fff
parent97fc8ccc9d1a0b25e46f11bd2c3884c5aa4be53c (diff)
move sokol_gfx_imgui.h to util/, update docs
-rw-r--r--README.md18
-rw-r--r--fips.yml2
-rw-r--r--imgui/README.md538
-rw-r--r--util/README.md14
-rw-r--r--util/sokol_gfx_imgui.h (renamed from imgui/sokol_gfx_imgui.h)75
5 files changed, 83 insertions, 564 deletions
diff --git a/README.md b/README.md
index fa6642f8..06080e1e 100644
--- a/README.md
+++ b/README.md
@@ -3,6 +3,8 @@
**Sokol (Сокол)**: Russian for Falcon, a smaller and more nimble
bird of prey than the Eagle (Орёл, Oryol)
+[See what's new](#updates)
+
Minimalistic header-only cross-platform libs in C:
- **sokol\_gfx.h**: 3D-API wrapper (GL + Metal + D3D11)
@@ -407,6 +409,22 @@ Mainly some "missing features" for desktop apps:
# Updates
+- **15-Mar-2019**: various Dear ImGui related changes:
+ - there's a new utility header sokol_imgui.h with a simple drop-in
+ renderer for Dear ImGui on top of sokol_gfx.h and sokol_app.h
+ (sokol_app.h is optional, and only used for input handling)
+ - the sokol_gfx_imgui.h debug inspection header no longer
+ depends on internal data structures and functions of sokol_gfx.h, as such
+ it is now a normal *utility header* and has been moved to the *utils*
+ directory
+ - the implementation macro for sokol_gfx_imgui.h has been changed
+ from SOKOL_IMPL to SOKOL_GFX_IMGUI_IMPL (so when you suddenly get
+ unresoled linker errors, that's the reason)
+ - all headers now have two preprocessor defines for the declaration
+ and implementation (for instance in sokol_gfx.h: SOKOL_GFX_INCLUDED
+ and SOKOL_GFX_IMPL_INCLUDED) these are checked in the utility-headers
+ to provide useful error message when dependent headers are missing
+
- **05-Mar-2019**: sokol_gfx.h now has a 'trace hook' API, and I have started
implementing optional debug-inspection-UI headers on top of Dear ImGui:
- sokol_gfx.h has a new function *sg_install_trace_hooks()*, this allows
diff --git a/fips.yml b/fips.yml
index ba39b081..372d8fd5 100644
--- a/fips.yml
+++ b/fips.yml
@@ -1,2 +1,2 @@
exports:
- header-dirs: [ ".", "imgui", "util" ]
+ header-dirs: [ ".", "util" ]
diff --git a/imgui/README.md b/imgui/README.md
deleted file mode 100644
index 28548dc0..00000000
--- a/imgui/README.md
+++ /dev/null
@@ -1,538 +0,0 @@
-# Sokol Debug Inspection UIs
-
-This directory contains optional 'extension headers' which implement debug
-inspection UIs for various Sokol headers implemented with [Dear
-ImGui](https://github.com/ocornut/imgui).
-
-## Integration Howto
-
-These are the steps to add the debug inspection UIs to your own project.
-
-### 1. Compile the implementation as C++ (or Objective-C++)
-
-Dear ImGui is a C++ library, and offers a C++ API. This means the implementation
-of the debug inspection headers is also written in C++, and
-must be compiled in C++ or Objective-C++ mode.
-
-### 2. Compile the Sokol headers with trace-hooks enabled
-
-The debug inspection headers may need to *hook into* the Sokol APIs via
-callback functions. These API callbacks are called **trace hooks** and must
-be enabled by defining ```SOKOL_TRACE_HOOKS``` before including the
-implementation.
-
-### 3. Include "imgui.h" before the implementation
-
-The debug inspection headers don't include ```imgui.h``` themselves,
-instead the ImGui header must be included before the implementation.
-
-### 3. Include the debug UI implementations after the Sokol implementations
-
-The debug inspection headers need access to private data and functions of
-their associated Sokol header. This means the implementation of the
-debug inspection headers must be included **after** the implementation
-of the their associated Sokol headers. I'd recomment putting all the
-Sokol headers of a project into a single implementation file, together
-with all *extension headers*.
-
-```cpp
-// sokol-ui.cc
-//
-// Sokol header implementations and their debug inspection headers,
-// compiled as C++ code and with trace-hooks enabled. On macOS/iOS
-// this would need to be an Objective-C++ file instead (.mm extension).
-//
-#define SOKOL_IMPL
-#define SOKOL_TRACE_HOOKS
-#include "sokol_app.h"
-#include "sokol_gfx.h"
-#include "sokol_time.h"
-#include "imgui.h"
-#include "sokol_app_imgui.h"
-#include "sokol_gfx_imgui.h"
-```
-
-### 4. Provide your own ImGui renderer
-
-You need to provide your own ImGui initialization and rendering
-code. If you are using sokol_gfx.h together with sokol_app.h, you
-can just copy the code from the sokol-samples:
-
-```cpp
-#pragma once
-/*
- Implements a Dear ImGui renderer on top of sokol_gfx.h for
- the debug-visualization UIs.
-*/
-#include "sokol_app.h"
-#include "sokol_gfx.h"
-
-#if defined(__cplusplus)
-extern "C" {
-#endif
-void imgui_init(int sample_count);
-void imgui_newframe(void);
-void imgui_draw(void);
-void imgui_event(const sapp_event* event);
-#if defined(__cplusplus)
-} // extern "C"
-#endif
-
-//------------------------------------------------------------------------------
-#if defined(UI_IMPL)
-#include "imgui.h"
-
-typedef struct {
- ImVec2 disp_size;
-} vs_params_t;
-
-static bool btn_down[SAPP_MAX_MOUSEBUTTONS];
-static bool btn_up[SAPP_MAX_MOUSEBUTTONS];
-static const int MaxVertices = (1<<17);
-static const int MaxIndices = MaxVertices * 3;
-static sg_pipeline imgui_pip;
-static sg_bindings imgui_bind;
-
-extern const char* vs_src_imgui;
-extern const char* fs_src_imgui;
-
-void imgui_init(int sample_count) {
- ImGui::CreateContext();
- ImGui::StyleColorsDark();
- auto& style = ImGui::GetStyle();
- style.WindowRounding = 0.0f;
- style.WindowBorderSize = 1.0f;
- style.Alpha = 1.0f;
- auto& io = ImGui::GetIO();
- io.Fonts->AddFontDefault();
- io.IniFilename = nullptr;
- io.KeyMap[ImGuiKey_Tab] = SAPP_KEYCODE_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = SAPP_KEYCODE_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = SAPP_KEYCODE_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = SAPP_KEYCODE_UP;
- io.KeyMap[ImGuiKey_DownArrow] = SAPP_KEYCODE_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = SAPP_KEYCODE_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = SAPP_KEYCODE_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = SAPP_KEYCODE_HOME;
- io.KeyMap[ImGuiKey_End] = SAPP_KEYCODE_END;
- io.KeyMap[ImGuiKey_Delete] = SAPP_KEYCODE_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = SAPP_KEYCODE_BACKSPACE;
- io.KeyMap[ImGuiKey_Space] = SAPP_KEYCODE_SPACE;
- io.KeyMap[ImGuiKey_Enter] = SAPP_KEYCODE_ENTER;
- io.KeyMap[ImGuiKey_Escape] = SAPP_KEYCODE_ESCAPE;
- io.KeyMap[ImGuiKey_A] = SAPP_KEYCODE_A;
- io.KeyMap[ImGuiKey_C] = SAPP_KEYCODE_C;
- io.KeyMap[ImGuiKey_V] = SAPP_KEYCODE_V;
- io.KeyMap[ImGuiKey_X] = SAPP_KEYCODE_X;
- io.KeyMap[ImGuiKey_Y] = SAPP_KEYCODE_Y;
- io.KeyMap[ImGuiKey_Z] = SAPP_KEYCODE_Z;
-
- sg_push_debug_group("imgui init");
-
- // dynamic vertex- and index-buffers for imgui-generated geometry
- sg_buffer_desc vbuf_desc = { };
- vbuf_desc.usage = SG_USAGE_STREAM;
- vbuf_desc.size = MaxVertices * sizeof(ImDrawVert);
- vbuf_desc.label = "imgui-vertices";
- imgui_bind.vertex_buffers[0] = sg_make_buffer(&vbuf_desc);
-
- sg_buffer_desc ibuf_desc = { };
- ibuf_desc.type = SG_BUFFERTYPE_INDEXBUFFER;
- ibuf_desc.usage = SG_USAGE_STREAM;
- ibuf_desc.size = MaxIndices * sizeof(ImDrawIdx);
- ibuf_desc.label = "imgui-indices";
- imgui_bind.index_buffer = sg_make_buffer(&ibuf_desc);
-
- // font texture for imgui's default font
- unsigned char* font_pixels;
- int font_width, font_height;
- io.Fonts->GetTexDataAsRGBA32(&font_pixels, &font_width, &font_height);
- sg_image_desc img_desc = { };
- img_desc.width = font_width;
- img_desc.height = font_height;
- img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
- img_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
- img_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
- img_desc.min_filter = SG_FILTER_LINEAR;
- img_desc.mag_filter = SG_FILTER_LINEAR;
- img_desc.content.subimage[0][0].ptr = font_pixels;
- img_desc.content.subimage[0][0].size = font_width * font_height * 4;
- img_desc.label = "imgui-font";
- io.Fonts->TexID = (ImTextureID)(uintptr_t) sg_make_image(&img_desc).id;
-
- // shader object for imgui rendering
- sg_shader_desc shd_desc = { };
- auto& ub = shd_desc.vs.uniform_blocks[0];
- ub.size = sizeof(vs_params_t);
- ub.uniforms[0].name = "disp_size";
- ub.uniforms[0].type = SG_UNIFORMTYPE_FLOAT2;
- shd_desc.fs.images[0].name = "tex";
- shd_desc.fs.images[0].type = SG_IMAGETYPE_2D;
- shd_desc.vs.source = vs_src_imgui;
- shd_desc.fs.source = fs_src_imgui;
- shd_desc.label = "imgui-shader";
- sg_shader shd = sg_make_shader(&shd_desc);
-
- // pipeline object for imgui rendering
- sg_pipeline_desc pip_desc = { };
- pip_desc.layout.buffers[0].stride = sizeof(ImDrawVert);
- auto& attrs = pip_desc.layout.attrs;
- attrs[0].name="position"; attrs[0].sem_name="POSITION"; attrs[0].offset=offsetof(ImDrawVert, pos); attrs[0].format=SG_VERTEXFORMAT_FLOAT2;
- attrs[1].name="texcoord0"; attrs[1].sem_name="TEXCOORD"; attrs[1].offset=offsetof(ImDrawVert, uv); attrs[1].format=SG_VERTEXFORMAT_FLOAT2;
- attrs[2].name="color0"; attrs[2].sem_name="COLOR"; attrs[2].offset=offsetof(ImDrawVert, col); attrs[2].format=SG_VERTEXFORMAT_UBYTE4N;
- pip_desc.shader = shd;
- pip_desc.index_type = SG_INDEXTYPE_UINT16;
- pip_desc.blend.enabled = true;
- pip_desc.blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA;
- pip_desc.blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
- pip_desc.blend.color_write_mask = SG_COLORMASK_RGB;
- pip_desc.rasterizer.sample_count = sample_count;
- pip_desc.label = "imgui-pipeline";
- imgui_pip = sg_make_pipeline(&pip_desc);
-
- sg_pop_debug_group();
-}
-
-void imgui_newframe(void) {
- const int cur_width = sapp_width();
- const int cur_height = sapp_height();
- ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2(float(cur_width), float(cur_height));
- io.DeltaTime = 1.0f / 60.0f;
- for (int i = 0; i < SAPP_MAX_MOUSEBUTTONS; i++) {
- if (btn_down[i]) {
- btn_down[i] = false;
- io.MouseDown[i] = true;
- }
- else if (btn_up[i]) {
- btn_up[i] = false;
- io.MouseDown[i] = false;
- }
- }
- ImGui::NewFrame();
-}
-
-void imgui_draw(void) {
- ImGui::Render();
- ImDrawData* draw_data = ImGui::GetDrawData();
- if (nullptr == draw_data) {
- return;
- }
- if (draw_data->CmdListsCount == 0) {
- return;
- }
-
- // render the command list
- sg_push_debug_group("imgui");
- sg_apply_pipeline(imgui_pip);
- vs_params_t vs_params;
- vs_params.disp_size.x = ImGui::GetIO().DisplaySize.x;
- vs_params.disp_size.y = ImGui::GetIO().DisplaySize.y;
- sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, &vs_params, sizeof(vs_params));
- for (int cl_index = 0; cl_index < draw_data->CmdListsCount; cl_index++) {
- const ImDrawList* cl = draw_data->CmdLists[cl_index];
-
- // append vertices and indices to buffers, record start offsets in draw state
- const int vtx_size = cl->VtxBuffer.size() * sizeof(ImDrawVert);
- const int idx_size = cl->IdxBuffer.size() * sizeof(ImDrawIdx);
- const int vb_offset = sg_append_buffer(imgui_bind.vertex_buffers[0], &cl->VtxBuffer.front(), vtx_size);
- const int ib_offset = sg_append_buffer(imgui_bind.index_buffer, &cl->IdxBuffer.front(), idx_size);
- /* don't render anything if the buffer is in overflow state (this is also
- checked internally in sokol_gfx, draw calls that attempt from
- overflowed buffers will be silently dropped)
- */
- if (sg_query_buffer_overflow(imgui_bind.vertex_buffers[0]) ||
- sg_query_buffer_overflow(imgui_bind.index_buffer))
- {
- break;
- }
-
- ImTextureID tex_id = ImGui::GetIO().Fonts->TexID;
- imgui_bind.vertex_buffer_offsets[0] = vb_offset;
- imgui_bind.index_buffer_offset = ib_offset;
- imgui_bind.fs_images[0].id = (uint32_t)(uintptr_t)tex_id;
-
- sg_apply_bindings(&imgui_bind);
- int base_element = 0;
- for (const ImDrawCmd& pcmd : cl->CmdBuffer) {
- if (pcmd.UserCallback) {
- pcmd.UserCallback(cl, &pcmd);
- }
- else {
- if (tex_id != pcmd.TextureId) {
- tex_id = pcmd.TextureId;
- imgui_bind.fs_images[0].id = (uint32_t)(uintptr_t)tex_id;
- sg_apply_bindings(&imgui_bind);
- }
- const int scissor_x = (int) (pcmd.ClipRect.x);
- const int scissor_y = (int) (pcmd.ClipRect.y);
- const int scissor_w = (int) (pcmd.ClipRect.z - pcmd.ClipRect.x);
- const int scissor_h = (int) (pcmd.ClipRect.w - pcmd.ClipRect.y);
- sg_apply_scissor_rect(scissor_x, scissor_y, scissor_w, scissor_h, true);
- sg_draw(base_element, pcmd.ElemCount, 1);
- }
- base_element += pcmd.ElemCount;
- }
- }
- sg_pop_debug_group();
-}
-
-void imgui_event(const sapp_event* event) {
- auto& io = ImGui::GetIO();
- io.KeyAlt = (event->modifiers & SAPP_MODIFIER_ALT) != 0;
- io.KeyCtrl = (event->modifiers & SAPP_MODIFIER_CTRL) != 0;
- io.KeyShift = (event->modifiers & SAPP_MODIFIER_SHIFT) != 0;
- io.KeySuper = (event->modifiers & SAPP_MODIFIER_SUPER) != 0;
- switch (event->type) {
- case SAPP_EVENTTYPE_MOUSE_DOWN:
- io.MousePos.x = event->mouse_x;
- io.MousePos.y = event->mouse_y;
- btn_down[event->mouse_button] = true;
- break;
- case SAPP_EVENTTYPE_MOUSE_UP:
- io.MousePos.x = event->mouse_x;
- io.MousePos.y = event->mouse_y;
- btn_up[event->mouse_button] = true;
- break;
- case SAPP_EVENTTYPE_MOUSE_MOVE:
- io.MousePos.x = event->mouse_x;
- io.MousePos.y = event->mouse_y;
- break;
- case SAPP_EVENTTYPE_MOUSE_ENTER:
- case SAPP_EVENTTYPE_MOUSE_LEAVE:
- for (int i = 0; i < 3; i++) {
- btn_down[i] = false;
- btn_up[i] = false;
- io.MouseDown[i] = false;
- }
- break;
- case SAPP_EVENTTYPE_MOUSE_SCROLL:
- io.MouseWheelH = event->scroll_x;
- io.MouseWheel = event->scroll_y;
- break;
- case SAPP_EVENTTYPE_TOUCHES_BEGAN:
- btn_down[0] = true;
- io.MousePos.x = event->touches[0].pos_x;
- io.MousePos.y = event->touches[0].pos_y;
- break;
- case SAPP_EVENTTYPE_TOUCHES_MOVED:
- io.MousePos.x = event->touches[0].pos_x;
- io.MousePos.y = event->touches[0].pos_y;
- break;
- case SAPP_EVENTTYPE_TOUCHES_ENDED:
- btn_up[0] = true;
- io.MousePos.x = event->touches[0].pos_x;
- io.MousePos.y = event->touches[0].pos_y;
- break;
- case SAPP_EVENTTYPE_TOUCHES_CANCELLED:
- btn_up[0] = btn_down[0] = false;
- break;
- case SAPP_EVENTTYPE_KEY_DOWN:
- io.KeysDown[event->key_code] = true;
- break;
- case SAPP_EVENTTYPE_KEY_UP:
- io.KeysDown[event->key_code] = false;
- break;
- case SAPP_EVENTTYPE_CHAR:
- io.AddInputCharacter((ImWchar)event->char_code);
- break;
- default:
- break;
- }
-}
-
-#if defined(SOKOL_GLCORE33)
-const char* vs_src_imgui =
- "#version 330\n"
- "uniform vec2 disp_size;\n"
- "in vec2 position;\n"
- "in vec2 texcoord0;\n"
- "in vec4 color0;\n"
- "out vec2 uv;\n"
- "out vec4 color;\n"
- "void main() {\n"
- " gl_Position = vec4(((position/disp_size)-0.5)*vec2(2.0,-2.0), 0.5, 1.0);\n"
- " uv = texcoord0;\n"
- " color = color0;\n"
- "}\n";
-const char* fs_src_imgui =
- "#version 330\n"
- "uniform sampler2D tex;\n"
- "in vec2 uv;\n"
- "in vec4 color;\n"
- "out vec4 frag_color;\n"
- "void main() {\n"
- " frag_color = texture(tex, uv) * color;\n"
- "}\n";
-#elif defined(SOKOL_GLES2) || defined(SOKOL_GLES3)
-const char* vs_src_imgui =
- "uniform vec2 disp_size;\n"
- "attribute vec2 position;\n"
- "attribute vec2 texcoord0;\n"
- "attribute vec4 color0;\n"
- "varying vec2 uv;\n"
- "varying vec4 color;\n"
- "void main() {\n"
- " gl_Position = vec4(((position/disp_size)-0.5)*vec2(2.0,-2.0), 0.5, 1.0);\n"
- " uv = texcoord0;\n"
- " color = color0;\n"
- "}\n";
-const char* fs_src_imgui =
- "precision mediump float;\n"
- "uniform sampler2D tex;\n"
- "varying vec2 uv;\n"
- "varying vec4 color;\n"
- "void main() {\n"
- " gl_FragColor = texture2D(tex, uv) * color;\n"
- "}\n";
-#elif defined(SOKOL_METAL)
-const char* vs_src_imgui =
- "#include <metal_stdlib>\n"
- "using namespace metal;\n"
- "struct params_t {\n"
- " float2 disp_size;\n"
- "};\n"
- "struct vs_in {\n"
- " float2 pos [[attribute(0)]];\n"
- " float2 uv [[attribute(1)]];\n"
- " float4 color [[attribute(2)]];\n"
- "};\n"
- "struct vs_out {\n"
- " float4 pos [[position]];\n"
- " float2 uv;\n"
- " float4 color;\n"
- "};\n"
- "vertex vs_out _main(vs_in in [[stage_in]], constant params_t& params [[buffer(0)]]) {\n"
- " vs_out out;\n"
- " out.pos = float4(((in.pos / params.disp_size)-0.5)*float2(2.0,-2.0), 0.5, 1.0);\n"
- " out.uv = in.uv;\n"
- " out.color = in.color;\n"
- " return out;\n"
- "}\n";
-const char* fs_src_imgui =
- "#include <metal_stdlib>\n"
- "using namespace metal;\n"
- "struct fs_in {\n"
- " float2 uv;\n"
- " float4 color;\n"
- "};\n"
- "fragment float4 _main(fs_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]]) {\n"
- " return tex.sample(smp, in.uv) * in.color;\n"
- "}\n";
-#elif defined(SOKOL_D3D11)
-const char* vs_src_imgui =
- "cbuffer params {\n"
- " float2 disp_size;\n"
- "};\n"
- "struct vs_in {\n"
- " float2 pos: POSITION;\n"
- " float2 uv: TEXCOORD0;\n"
- " float4 color: COLOR0;\n"
- "};\n"
- "struct vs_out {\n"
- " float2 uv: TEXCOORD0;\n"
- " float4 color: COLOR0;\n"
- " float4 pos: SV_Position;\n"
- "};\n"
- "vs_out main(vs_in inp) {\n"
- " vs_out outp;\n"
- " outp.pos = float4(((inp.pos/disp_size)-0.5)*float2(2.0,-2.0), 0.5, 1.0);\n"
- " outp.uv = inp.uv;\n"
- " outp.color = inp.color;\n"
- " return outp;\n"
- "}\n";
-const char* fs_src_imgui =
- "Texture2D<float4> tex: register(t0);\n"
- "sampler smp: register(s0);\n"
- "float4 main(float2 uv: TEXCOORD0, float4 color: COLOR0): SV_Target0 {\n"
- " return tex.Sample(smp, uv) * color;\n"
- "}\n";
-#else
-#error "No sokol-gfx backend selected"
-#endif
-
-#endif /* UI_IMPL */
-```
-
-### 5. Add UI init- and rendering-calls to your code
-
-All debug inspection headers follow the same API pattern (here shown
-with ```sokol_gfx_imgui.h``` as an example):
-
-- a struct to store all state
-- an init-function to initialize this struct to a good state
-- a one-in-all draw-function which is called per frame
-- ...and a discard function called at shutdown
-
-```cpp
-static sg_imgui_t sg_imgui;
-
-void init(void) {
- ...
- /* initialize the sokol-gfx debug inspection UI */
- sg_imgui_init(&sg_imgui)
- ...
-}
-
-void draw_frame(void) {
- ...
- /* draw the debug inspection UI via Dear ImGui calls */
- sg_imgui_draw(&sg_imgui);
- ...
-}
-
-void shutdown(void) {
- ...
- sg_imgui_discard(&sg_imgui);
- ...
-}
-```
-
-When running this code, nothing will be rendered because all debug inspection
-windows are in closed state. Opening and closing the windows is done
-directly by toggling public bool members of the state struct.
-
-For instance in with sokol_gfx_imgui.h:
-
-```cpp
-/* open all sokol_gfx_imgui.h windows */
-sg_imgui.buffers.open = true
-sg_imgui.images.open = true;
-sg_imgui.shaders.open = true;
-sg_imgui.pipelines.open = true;
-sg_imgui.passes.open = true;
-sg_imgui.capture.open = true;
-```
-
-Exposing the open state as booleans has been done to make it easier to
-toggle the window visibility with other ImGui functions. For instance
-you could build a menu like this:
-
-```cpp
-if (ImGui::BeginMainMenuBar()) {
- if (ImGui::BeginMenu("sokol-gfx")) {
- ImGui::MenuItem("Buffers", 0, &sg_imgui.buffers.open);
- ImGui::MenuItem("Images", 0, &sg_imgui.images.open);
- ImGui::MenuItem("Shaders", 0, &sg_imgui.shaders.open);
- ImGui::MenuItem("Pipelines", 0, &sg_imgui.pipelines.open);
- ImGui::MenuItem("Passes", 0, &sg_imgui.passes.open);
- ImGui::MenuItem("Calls", 0, &sg_imgui.capture.open);
- ImGui::EndMenu();
- }
- ImGui::EndMainMenuBar();
-}
-```
-
-The debug inspection headers also offer more granular drawing functions
-for more flexible integration into your own UI, for example the following
-```sokol_gfx_imgui.h``` functions only draw the window content, so you
-can integrate the UIs into your own windows:
-
-```cpp
-void sg_imgui_draw_buffers_content(sg_imgui_t* ctx);
-void sg_imgui_draw_images_content(sg_imgui_t* ctx);
-void sg_imgui_draw_shaders_content(sg_imgui_t* ctx);
-void sg_imgui_draw_pipelines_content(sg_imgui_t* ctx);
-void sg_imgui_draw_passes_content(sg_imgui_t* ctx);
-void sg_imgui_draw_capture_content(sg_imgui_t* ctx);
-```
diff --git a/util/README.md b/util/README.md
index 482a3896..b4fa97db 100644
--- a/util/README.md
+++ b/util/README.md
@@ -1,7 +1,15 @@
# Sokol Utility Headers
These are optional utility headers on top of the Sokol headers. Unlike the
-'core headers' they are not standalone, and usually do not contain
-platform specific code.
+'core headers' they are not standalone but depend on other Sokol headers
+and sometimes also external libraries.
-FIXME: overview of the headers, and general usage instructions.
+### What's in here:
+
+- **sokol_imgui.h**: implements a renderer for [Dear ImGui](https://github.com/ocornut/imgui) on top of sokol_gfx.h and sokol_app.h (the latter being optional if you do your own input-forwarding to ImGui)
+- **sokol_gfx_imgui.h**: a debug-inspection UI for sokol_gfx.h, this hooks into the sokol-gfx API and lets you inspect resource objects and captured API calls
+- **sokol_gl.h**: (WIP) an OpenGL 1.x style immediate-mode rendering API
+in top of sokol-gfx
+- **sokol_dbgtxt.h**: (planned) an as simple-as-possible debug-text renderer on top of sokol-gl
+
+See the embedded header-documentation for build- and usage-details.
diff --git a/imgui/sokol_gfx_imgui.h b/util/sokol_gfx_imgui.h
index 5eeac737..13eb9155 100644
--- a/imgui/sokol_gfx_imgui.h
+++ b/util/sokol_gfx_imgui.h
@@ -2,29 +2,44 @@
/*
sokol_gfx_imgui.h -- debug-inspection UI for sokol_gfx.h using Dear ImGui
- This is an extension header for sokol_gfx.h, this means sokol_gfx_imgui.h
- must be included *after* sokol_gfx.h both for the implementation
- and declaration.
+ Do this:
+ #define SOKOL_GFX_IMGUI_IMPL
+ before you include this file in *one* C++ file to create the
+ implementation.
- You also need to include imgui.h before including the implementation
- of sokol_gfx_imgui.h.
+ NOTE that the implementation must be compiled as C++ or Objective-C++
+ because it calls into the ImGui C++ API. The sokol_gfx_imgui.h API
+ itself is plain C though.
- The implementation must be compiled as C++ or Objective-C++, the
- declaration can be included in plain C sources.
+ Include the following file(s) before including sokol_gfx_imgui.h:
- The sokol_gfx_imgui.h header recognizes the same preprocessor defines
- that have been set for the actual Sokol headers (for instance
- SOKOL_IMPL, SOKOL_MALLOC, SOKOL_LOG, etc...).
+ sokol_gfx.h
- STEP BY STEP:
- =============
- --- include the sokol_gfx_imgui.h header after the actual Sokol header
- implementations and the imgui.h header (and make sure this code
- is compiled as C++ or Objective-C++)
+ Additionally, include the following files(s) beforing including
+ the implementation of sokol_gfx_imgui.h:
+
+ imgui.h
+
+ The sokol_gfx.h implementation must be compiled with debug trace hooks
+ enabled by defining:
- --- add a Dear ImGui renderer to your application, and the basic
- per-frame code to render an ImGui UI.
+ SOKOL_TRACE_HOOKS
+ ...before including the sokol_gfx.h implementation.
+
+ Before including the sokol_gfx_imgui.h implementation, optionally
+ override the following macros:
+
+ SOKOL_ASSERT(c) -- your own assert macro, default: assert(c)
+ SOKOL_UNREACHABLE -- your own macro to annotate unreachable code,
+ default: SOKOL_ASSERT(false)
+ SOKOL_MALLOC(s) -- your own memory allocation function, default: malloc(s)
+ SOKOL_FREE(p) -- your own memory free function, default: free(p)
+ SOKOL_API_DECL - public function declaration prefix (default: extern)
+ SOKOL_API_IMPL - public function implementation prefix (default: -)
+
+ STEP BY STEP:
+ =============
--- create an sg_imgui_t struct (which must be preserved between frames)
and initialize it with:
@@ -62,13 +77,15 @@
ImGui::EndMainMenuBar();
}
- --- finally before application shutdown, call:
+ --- before application shutdown, call:
sg_imgui_discard(&sg_imgui);
...this is not strictly necessary because the application exits
anyway, but not doing this may trigger memory leak detection tools.
+ --- finally, your application needs an ImGui renderer, you can either
+ provide your own, or drop in the sokol_imgui.h utility header
ALTERNATIVE DRAWING FUNCTIONS:
==============================
@@ -98,8 +115,8 @@
Finer-grained drawing functions may be moved to the public API
in the future as needed.
-
-
+ LICENSE
+ =======
zlib/libpng license
Copyright (c) 2018 Andre Weissflog
@@ -130,6 +147,10 @@
#error "Please include sokol_gfx.h before sokol_gfx_imgui.h"
#endif
+#ifndef SOKOL_API_DECL
+#define SOKOL_API_DECL extern
+#endif
+
#if defined(__cplusplus)
extern "C" {
#endif
@@ -541,7 +562,7 @@ SOKOL_API_DECL void sg_imgui_draw_capture_window(sg_imgui_t* ctx);
#endif
/*=== IMPLEMENTATION =========================================================*/
-#if defined SOKOL_IMPL
+#if defined SOKOL_GFX_IMGUI_IMPL
#if !defined(IMGUI_VERSION)
#error "Please include imgui.h before the sokol_gfx_imgui.h implementation"
#endif
@@ -557,6 +578,16 @@ SOKOL_API_DECL void sg_imgui_draw_capture_window(sg_imgui_t* ctx);
#define SOKOL_MALLOC(s) malloc(s)
#define SOKOL_FREE(p) free(p)
#endif
+#ifndef _SOKOL_PRIVATE
+ #if defined(__GNUC__)
+ #define _SOKOL_PRIVATE __attribute__((unused)) static
+ #else
+ #define _SOKOL_PRIVATE static
+ #endif
+#endif
+#ifndef SOKOL_API_IMPL
+#define SOKOL_API_IMPL
+#endif
#include <string.h>
#include <stdio.h> /* snprintf */
@@ -3421,4 +3452,4 @@ SOKOL_API_IMPL void sg_imgui_draw_capture_content(sg_imgui_t* ctx) {
_sg_imgui_draw_capture_panel(ctx);
}
-#endif /* SOKOL_IMPL */
+#endif /* SOKOL_GFX_IMGUI_IMPL */