#include "ImGuiWrapper.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include #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 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" }, {ImGui::RightArrowButton , "notification_right" }, {ImGui::RightArrowHoverButton , "notification_right_hover" }, {ImGui::PreferencesButton , "notification_preferences" }, {ImGui::PreferencesHoverButton , "notification_preferences_hover"}, }; static const std::map 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" }, {ImGui::CancelButton , "notification_cancel" }, {ImGui::CancelHoverButton , "notification_cancel_hover" }, {ImGui::SinkingObjectMarker , "move" }, {ImGui::CustomSupportsMarker , "fdm_supports" }, {ImGui::CustomSeamMarker , "seam" }, {ImGui::MmuSegmentationMarker , "mmu_segmentation" }, {ImGui::VarLayerHeightMarker , "layers" }, {ImGui::DocumentationButton , "notification_documentation" }, {ImGui::DocumentationHoverButton, "notification_documentation_hover"}, }; static const std::map font_icons_extra_large = { {ImGui::ClippyMarker , "notification_clippy" }, }; 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(evt.GetWheelDelta()); if (wheel_delta != 0.0f) io.MouseWheel = static_cast(evt.GetWheelRotation()) / wheel_delta; unsigned buttons = (evt.LeftIsDown() ? 1 : 0) | (evt.RightIsDown() ? 2 : 0) | (evt.MiddleIsDown() ? 4 : 0); m_mouse_buttons = buttons; if (want_mouse()) 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); } } 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(); } bool ret = want_keyboard() || want_text_input(); if (ret) new_frame(); return ret; } 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(&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(&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*/, bool clamp /*= true*/) { bool ret = ImGui::SliderFloat(label, v, v_min, v_max, format, power); if (clamp) *v = std::clamp(*v, v_min, v_max); return ret; } bool ImGuiWrapper::slider_float(const std::string& label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/, bool clamp /*= true*/) { return this->slider_float(label.c_str(), v, v_min, v_max, format, power, clamp); } bool ImGuiWrapper::slider_float(const wxString& label, float* v, float v_min, float v_max, const char* format/* = "%.3f"*/, float power/* = 1.0f*/, bool clamp /*= true*/) { auto label_utf8 = into_u8(label); return this->slider_float(label_utf8.c_str(), v, v_min, v_max, format, power, clamp); } bool ImGuiWrapper::combo(const wxString& label, const std::vector& 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; // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. 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; ImGui::ItemSize(size, 0.0f); // Fill horizontal space // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) size.x = ImMax(label_size.x, max_x - min_x); // Text stays at the submission position, but bounding box may be extended on both sides const ImVec2 text_min = pos; const ImVec2 text_max(min_x + size.x, pos.y + size.y); // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. ImRect bb(min_x, pos.y, text_max.x, text_max.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { const float spacing_x = span_all_columns ? 0.0f : 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); } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. const float backup_clip_rect_min_x = window->ClipRect.Min.x; const float backup_clip_rect_max_x = window->ClipRect.Max.x; if (span_all_columns) { window->ClipRect.Min.x = window->ParentWorkRect.Min.x; window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } bool item_add; if (flags & ImGuiSelectableFlags_Disabled) { ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; item_add = ImGui::ItemAdd(bb, id); g.CurrentItemFlags = backup_item_flags; } else { item_add = ImGui::ItemAdd(bb, id); } if (span_all_columns) { window->ClipRect.Min.x = backup_clip_rect_min_x; window->ClipRect.Max.x = backup_clip_rect_max_x; } if (!item_add) return false; // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, // which would be advantageous since most selectable are not selected. if (span_all_columns && window->DC.CurrentColumns) ImGui::PushColumnsBackground(); else if (span_all_columns && g.CurrentTable) ImGui::TablePushBackgroundChannel(); // 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_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { 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) { ImGui::SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); g.NavDisableHighlight = true; } } 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 (span_all_columns && window->DC.CurrentColumns) ImGui::PopColumnsBackground(); else if (span_all_columns && g.CurrentTable) ImGui::TablePopBackgroundChannel(); // mark a label with a ColorMarkerHovered, if item is hovered char marked_label[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(text_min, text_max, marked_label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) ImGui::PopStyleColor(); // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) ImGui::CloseCurrentPopup(); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); 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 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 ImGuiWrapper::load_svg(const std::string& bitmap_name, unsigned target_width, unsigned target_height) { std::vector 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 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 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. [[maybe_unused]]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); for (auto& icon : font_icons_extra_large) io.Fonts->AddCustomRectFontGlyph(font, icon.first, icon_sz * 4, icon_sz * 4, 3.0 * font_scale + icon_sz * 4); // 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 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 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 extra large icon is 64 px for (auto icon : font_icons_extra_large) { if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) { assert(rect->Width == icon_sz); assert(rect->Height == icon_sz); std::vector 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); // Scrollbars set_color(ImGuiCol_ScrollbarGrab, COL_ORANGE_DARK); set_color(ImGuiCol_ScrollbarGrabHovered, COL_ORANGE_LIGHT); set_color(ImGuiCol_ScrollbarGrabActive, COL_ORANGE_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(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