5 Commits

Author SHA1 Message Date
art0007i 0d3fb60b4c switch to SDL3+BepisLoader 2025-10-01 22:21:23 +02:00
art0007i cdfcc46019 Update README.md 2025-04-11 20:16:42 +02:00
art0007i 7e118874ce Merge branch 'master' of https://github.com/art0007i/ResoniteImGuiLib 2024-12-20 22:32:32 +01:00
art0007i 1c8b0cbdc3 minor fixes 2024-12-20 22:32:25 +01:00
art0007i 65c276b617 link example 2024-09-02 15:24:09 +02:00
21 changed files with 1439 additions and 278 deletions
+13
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@@ -0,0 +1,13 @@
{
"version": 1,
"isRoot": true,
"tools": {
"tcli": {
"version": "0.2.4",
"commands": [
"tcli"
],
"rollForward": true
}
}
}
-63
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@@ -1,63 +0,0 @@
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain
+90 -2
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@@ -1,7 +1,10 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
## Get latest from `dotnet new gitignore`
# dotenv files
.env
# User-specific files
*.rsuser
@@ -57,11 +60,14 @@ dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
# .NET
project.lock.json
project.fragment.lock.json
artifacts/
# Tye
.tye/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
@@ -82,6 +88,8 @@ StyleCopReport.xml
*.pgc
*.pgd
*.rsp
# but not Directory.Build.rsp, as it configures directory-level build defaults
!Directory.Build.rsp
*.sbr
*.tlb
*.tli
@@ -396,3 +404,83 @@ FodyWeavers.xsd
# JetBrains Rider
*.sln.iml
.idea/
##
## Visual studio for Mac
##
# globs
Makefile.in
*.userprefs
*.usertasks
config.make
config.status
aclocal.m4
install-sh
autom4te.cache/
*.tar.gz
tarballs/
test-results/
# content below from: https://github.com/github/gitignore/blob/main/Global/macOS.gitignore
# General
.DS_Store
.AppleDouble
.LSOverride
# Icon must end with two \r
Icon
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
.com.apple.timemachine.donotpresent
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# content below from: https://github.com/github/gitignore/blob/main/Global/Windows.gitignore
# Windows thumbnail cache files
Thumbs.db
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
# Folder config file
[Dd]esktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp
# Windows shortcuts
*.lnk
# Vim temporary swap files
*.swp
# Thunderstore packaging
dist/
build/
+5
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@@ -0,0 +1,5 @@
# Changelog
## 2.0.0
Initial BepisLoader Release
+20
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@@ -0,0 +1,20 @@
<Project>
<!--
Build Thunderstore package by calling `dotnet build -c Release -target:PackTS -v d` (verbosity detailed).
Publish to Thunderstore by including `-property:PublishTS=true` in the command.
-->
<Target Name="PackTS" DependsOnTargets="Build">
<CallTarget Targets="PackTS_Execute" Condition="'$(ThunderstorePackable)' == 'true' and '$(Configuration)' == 'Release'" />
</Target>
<Target Name="PackTS_Execute">
<PropertyGroup>
<BuildArgument Condition="'$(PublishTS)' != 'true'">build</BuildArgument>
<BuildArgument Condition="'$(PublishTS)' == 'true'">publish</BuildArgument>
</PropertyGroup>
<Exec Command="dotnet tool restore" WorkingDirectory="$(SolutionDir)" />
<Exec Command="dotnet tcli $(BuildArgument) --package-version $(Version)" WorkingDirectory="$(SolutionDir)" />
</Target>
</Project>
+1 -1
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@@ -1,6 +1,6 @@
MIT No Attribution
Copyright 2023 art0007i
Copyright (c) 2025 art0007i
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
+147
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@@ -0,0 +1,147 @@
using BepInEx.Configuration;
using Elements.Core;
using ResoniteImGuiLib.SDL3;
using SDL3;
using System.Collections.Concurrent;
namespace ResoniteImGuiLib;
public class ImGuiInstance
{
private ImGuiInstance(string name)
{
_name = name;
_entry = Plugin.Config.Bind("Windows", "Rect_" + Name, new int4(200, 200, 400, 300));
}
public string Name => _name;
public event Action? Layout;
private string _name;
private ConfigEntry<int4> _entry;
private static bool IsSDL3Running => _sdl3Thread is { IsAlive: true };
private static Thread? _sdl3Thread;
private static Dictionary<string, ImGuiInstance> GuiInstances = new();
internal static ConcurrentQueue<ImGuiInstance> newInstances = new();
internal static ConcurrentQueue<(string, Action<SDL3Window>)> windowRequests = new();
/// <summary>
/// Gets a reference to the SDL3Window inside of a callback.
/// The callback will be called inside the SDL3 Thread.
/// </summary>
/// <param name="callback"></param>
public void GetImGui(Action<SDL3Window> callback)
{
windowRequests.Enqueue((Name, callback));
}
/// <summary>
/// Creates a new ImGuiInstance with the "global" name or returns it if it already exists.
/// </summary>
/// <param name="onReady">Callback for when the ImGui instance is ready. You can put initialization logic here.</param>
/// <returns></returns>
public static ImGuiInstance GetOrCreate(ImGuiReady onReady) => GetOrCreate("global", onReady);
/// <summary>
/// Creates a new ImGuiInstance or returns one if it already exists.
/// </summary>
/// <param name="onReady">Callback for when the ImGui instance is ready. You can put initialization logic here.</param>
/// <returns></returns>
public static ImGuiInstance GetOrCreate(string name = "global", ImGuiReady? onReady = null)
{
if (GuiInstances.TryGetValue(name, out var instance))
{
if (onReady != null)
instance.GetImGui((gui) => onReady(gui, false));
return instance;
}
instance = new ImGuiInstance(name);
GuiInstances.Add(name, instance);
if (onReady != null)
instance.GetImGui((gui) => onReady(gui, true));
newInstances.Enqueue(instance);
TryStartSDL3Thread();
return instance;
}
private static void TryStartSDL3Thread()
{
if (IsSDL3Running)
return;
_sdl3Thread = new Thread(() => RunSDL3())
{
Name = $"Resonite ImGui SDL3",
Priority = ThreadPriority.Highest,
IsBackground = false
};
_sdl3Thread.Start();
}
static Dictionary<string, SDL3Window> windows = new();
static Dictionary<uint, SDL3Window> windowsById = new();
private static void RunSDL3()
{
try
{
while (true)
{
while (newInstances.TryDequeue(out var request))
{
SDL3Window app = new SDL3Window("ImGuiContext: " + request.Name, request._entry.Value.x, request._entry.Value.y, request._entry.Value.z, request._entry.Value.w);
app.WindowRectModified += (rect) => request._entry.Value = rect;
// TODO: maybe listen to config changes to resize window
// request._entry.SettingChanged += (_, _) => { };
app.RenderCallback = request.Layout!;
windows[request.Name] = app;
var winId = SDL.GetWindowID(app.Window);
if (!windowsById.TryAdd(winId, app))
{
Plugin.Log.LogError($"Failed to add window with id {(uint) app.Window}, name {request.Name}!");
}
}
for (int i = 0; i < windowRequests.Count; i++)
{
if (windowRequests.TryDequeue(out var callback))
{
if (windows.TryGetValue(callback.Item1, out var window))
{
callback.Item2?.Invoke(window);
}
else
{
windowRequests.Enqueue(callback);
}
}
}
while (SDL.PollEvent(out SDL.Event ev))
{
if (windowsById.TryGetValue(ev.Window.WindowID, out var window))
{
window.EventQueue.Enqueue(ev);
}
}
foreach (var (key, window) in windows)
{
window.RunOneFrame();
}
}
}
catch (Exception e)
{
Plugin.Log.LogError($"SDL3 Thread crashed: {e}");
}
_sdl3Thread?.Interrupt();
_sdl3Thread = null;
}
}
public delegate void ImGuiReady(SDL3Window imGui, bool isNewInstance);
+49
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@@ -0,0 +1,49 @@
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using BepInEx.NET.Common;
using BepInExResoniteShim;
using Elements.Core;
using FrooxEngine;
namespace ResoniteImGuiLib;
public static class ImGuiLib
{
public static ImGuiInstance GetOrCreateInstance(ImGuiReady onReady)
{
return GetOrCreateInstance("global", onReady);
}
public static ImGuiInstance GetOrCreateInstance(string name = "global", ImGuiReady? onReady = null)
{
return ImGuiInstance.GetOrCreate(name, onReady);
}
}
[ResonitePlugin(PluginMetadata.GUID, PluginMetadata.NAME, PluginMetadata.VERSION, PluginMetadata.AUTHORS, PluginMetadata.REPOSITORY_URL)]
[BepInDependency(BepInExResoniteShim.PluginMetadata.GUID, BepInDependency.DependencyFlags.HardDependency)]
public class Plugin : BasePlugin
{
#nullable disable
internal static new ManualLogSource Log;
internal static new ConfigFile Config;
internal static ConfigEntry<color> DefaultBackgroundColor;
#nullable enable
public static readonly CancellationTokenSource CancellationToken = new CancellationTokenSource();
public override void Load()
{
Log = base.Log;
Config = base.Config;
DefaultBackgroundColor = Config.Bind("General", "DefaultBackgroundColor", new color(0.45f, 0.55f, 0.60f, 1.00f), "Default background color that new ImGui windows will have.");
BepisResoniteWrapper.ResoniteHooks.OnEngineReady += () =>
{
Engine.Current.OnShutdown += () => CancellationToken.Cancel();
Engine.Current.OnShutdownRequest += _ => CancellationToken.Cancel();
};
}
}
+10
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@@ -0,0 +1,10 @@
{
"profiles": {
"Launch": {
"commandName": "Executable",
"executablePath": "$(GamePath)Renderite.Host.exe",
"commandLineArgs": "-Screen $(ResoniteLaunchArguments)",
"workingDirectory": "$(GamePath)"
}
}
}
+70
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@@ -0,0 +1,70 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Version>2.0.0</Version>
<Authors>art0007i</Authors>
<TargetFramework>net9.0</TargetFramework>
<RepositoryUrl>https://github.com/art0007i/ResoniteImGuiLib</RepositoryUrl>
<PackageId>art0007i.ResoniteImGuiLib</PackageId>
<Product>ResoniteImGuiLib</Product>
<RootNamespace>ResoniteImGuiLib</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<Deterministic>true</Deterministic>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<CopyToPlugins>false</CopyToPlugins>
<ThunderstorePackable>true</ThunderstorePackable>
<GamePath Condition="'$(ResonitePath)' != ''">$(ResonitePath)/</GamePath>
<GamePath Condition="Exists('$(MSBuildProgramFiles32)\Steam\steamapps\common\Resonite\')">$(MSBuildProgramFiles32)\Steam\steamapps\common\Resonite\</GamePath>
<GamePath Condition="Exists('$(HOME)/.steam/steam/steamapps/common/Resonite/')">$(HOME)/.steam/steam/steamapps/common/Resonite/</GamePath>
<PluginTargetDir>$(GamePath)BepInEx\plugins\$(AssemblyName)</PluginTargetDir>
<RestoreAdditionalProjectSources>
https://nuget-modding.resonite.net/v3/index.json;
</RestoreAdditionalProjectSources>
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<!-- Modding dependencies -->
<ItemGroup>
<PackageReference Include="BepInEx.ResonitePluginInfoProps" Version="3.*" />
<PackageReference Include="ResoniteModding.BepInExResoniteShim" Version="0.8.*" />
<PackageReference Include="ResoniteModding.BepisResoniteWrapper" Version="1.0.*" />
<PackageReference Include="ImGui.NET" Version="1.91.6.1" />
<PackageReference Include="SDL3-CS" Version="3.2.18" />
<PackageReference Include="SDL3-CS.Native" Version="3.2.18" />
</ItemGroup>
<!-- NuGet fallback stripped game references -->
<ItemGroup Condition="!Exists('$(GamePath)')">
<PackageReference Include="Resonite.GameLibs" Version="2025.*" PrivateAssets="all" />
</ItemGroup>
<!-- Local game references -->
<ItemGroup Condition="Exists('$(GamePath)')">
<Reference Include="FrooxEngine">
<HintPath>$(GamePath)FrooxEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Elements.Core">
<HintPath>$(GamePath)Elements.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Renderite.Shared">
<HintPath>$(GamePath)Renderite.Shared.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- Post-build copy to game plugins folder -->
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<ItemGroup>
<PluginFiles Include="$(TargetPath)" />
<PluginFiles Include="$(TargetDir)$(TargetName).pdb" Condition="Exists('$(TargetDir)$(TargetName).pdb')" />
</ItemGroup>
<Copy SourceFiles="@(PluginFiles)" DestinationFolder="$(PluginTargetDir)" Condition="'$(CopyToPlugins)' == 'true'" />
<Message Text="Copied plugin files to $(PluginTargetDir)" Importance="high" Condition="'$(CopyToPlugins)' == 'true'" />
</Target>
</Project>
+427
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@@ -0,0 +1,427 @@
using ImGuiNET;
using SDL3;
namespace ResoniteImGuiLib.SDL3;
/// <summary>
/// Implementation of SDL3 platform backend for ImGui.
/// https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.h
/// </summary>
public class ImGuiSDL3 : IDisposable
{
public readonly IntPtr Window;
public readonly IntPtr Renderer;
public readonly uint WindowId;
private uint _mouseWindowId;
private int _mousePendingLeaveFrame;
private IntPtr[] _mouseCursors = new IntPtr[(int)ImGuiMouseCursor.COUNT];
private IntPtr _mouseLastCursor = -1;
private int _mouseButtonsDown;
// I don't think we actually need these since it works just fine without them
//
// [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
// public delegate IntPtr Platform_GetClipboardTextFn(IntPtr ctx);
//
// [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
// public delegate void Platform_SetClipboardTextFn(IntPtr ctx, IntPtr text);
//
// private static Platform_GetClipboardTextFn getClipboardDelegate = GetClipboardText;
// private static Platform_SetClipboardTextFn setClipboardDelegate = SetClipboardText;
//
// private static IntPtr getClipboardPtr;
// private static IntPtr setClipboardPtr;
//
// private static IntPtr clipboardTextPtr = IntPtr.Zero;
public ImGuiSDL3(IntPtr window, IntPtr renderer)
{
ImGuiIOPtr io = ImGui.GetIO();
io.BackendFlags |= ImGuiBackendFlags.HasMouseCursors;
io.BackendFlags |= ImGuiBackendFlags.HasSetMousePos;
Window = window;
WindowId = SDL.GetWindowID(Window);
Renderer = renderer;
// I don't think we actually need these since it works just fine without them
//
// ImGuiPlatformIOPtr platformIo = ImGui.GetPlatformIO();
// platformIo.Platform_SetClipboardTextFn = Marshal.GetFunctionPointerForDelegate(setClipboardDelegate);
// platformIo.Platform_GetClipboardTextFn = Marshal.GetFunctionPointerForDelegate(getClipboardDelegate);
// getClipboardPtr = platformIo.Platform_GetClipboardTextFn;
// setClipboardPtr = platformIo.Platform_SetClipboardTextFn;
_mouseCursors[(int)ImGuiMouseCursor.Arrow] = SDL.CreateSystemCursor(SDL.SystemCursor.Default);
_mouseCursors[(int)ImGuiMouseCursor.TextInput] = SDL.CreateSystemCursor(SDL.SystemCursor.Text);
_mouseCursors[(int)ImGuiMouseCursor.ResizeAll] = SDL.CreateSystemCursor(SDL.SystemCursor.Move);
_mouseCursors[(int)ImGuiMouseCursor.ResizeNS] = SDL.CreateSystemCursor(SDL.SystemCursor.NSResize);
_mouseCursors[(int)ImGuiMouseCursor.ResizeEW] = SDL.CreateSystemCursor(SDL.SystemCursor.EWResize);
_mouseCursors[(int)ImGuiMouseCursor.ResizeNESW] = SDL.CreateSystemCursor(SDL.SystemCursor.NESWResize);
_mouseCursors[(int)ImGuiMouseCursor.ResizeNWSE] = SDL.CreateSystemCursor(SDL.SystemCursor.NWSEResize);
_mouseCursors[(int)ImGuiMouseCursor.Hand] = SDL.CreateSystemCursor(SDL.SystemCursor.Pointer);
_mouseCursors[(int)ImGuiMouseCursor.NotAllowed] = SDL.CreateSystemCursor(SDL.SystemCursor.NotAllowed);
ImGuiViewportPtr viewport = ImGui.GetMainViewport();
SetupPlatformHandles(viewport, window);
}
public void Dispose()
{
foreach (IntPtr cursor in _mouseCursors)
SDL.DestroyCursor(cursor);
}
public void NewFrame()
{
ImGuiIOPtr io = ImGui.GetIO();
SDL.GetWindowSize(Window, out int w, out int h);
if (SDL.GetWindowFlags(Window).HasFlag(SDL.WindowFlags.Minimized))
{
w = h = 0;
}
SDL.GetWindowSizeInPixels(Window, out int displayW, out int displayH);
io.DisplaySize = new System.Numerics.Vector2(w, h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = new System.Numerics.Vector2((float)displayW / w, (float)displayH / h);
if (_mousePendingLeaveFrame > 0 && _mousePendingLeaveFrame >= ImGui.GetFrameCount())
{
_mouseWindowId = 0;
_mousePendingLeaveFrame = 0;
io.AddMousePosEvent(-float.MaxValue, -float.MaxValue);
}
UpdateMouseData();
UpdateMouseCursor();
}
public unsafe bool ProcessEvent(SDL.Event e)
{
ImGuiIOPtr io = ImGui.GetIO();
switch ((SDL.EventType)e.Type)
{
case SDL.EventType.MouseMotion:
if (GetViewportForWindowId(e.Motion.WindowID) == null)
return false;
io.AddMouseSourceEvent(e.Motion.Which == SDL.TouchMouseID ? ImGuiMouseSource.TouchScreen : ImGuiMouseSource.Mouse);
io.AddMousePosEvent(e.Motion.X, e.Motion.Y);
return true;
case SDL.EventType.MouseWheel:
if (GetViewportForWindowId(e.Wheel.WindowID) == null)
return false;
float wheelX = -e.Wheel.X;
float wheelY = e.Wheel.Y;
io.AddMouseSourceEvent(e.Wheel.Which == SDL.TouchMouseID ? ImGuiMouseSource.TouchScreen : ImGuiMouseSource.Mouse);
io.AddMouseWheelEvent(wheelX, wheelY);
return true;
case SDL.EventType.MouseButtonDown:
case SDL.EventType.MouseButtonUp:
if (GetViewportForWindowId(e.Button.WindowID) == null)
return false;
int mouseButton = e.Button.Button switch
{
SDL.ButtonLeft => 0,
SDL.ButtonRight => 1,
SDL.ButtonMiddle => 2,
SDL.ButtonX1 => 3,
SDL.ButtonX2 => 4,
_ => -1
};
if (mouseButton == -1) break;
io.AddMouseSourceEvent(e.Button.Which == SDL.TouchMouseID ? ImGuiMouseSource.TouchScreen : ImGuiMouseSource.Mouse);
io.AddMouseButtonEvent(mouseButton, (SDL.EventType)e.Type == SDL.EventType.MouseButtonDown);
_mouseButtonsDown = (SDL.EventType)e.Type == SDL.EventType.MouseButtonDown ? _mouseButtonsDown | 1 << mouseButton : _mouseButtonsDown & ~(1 << mouseButton);
return true;
case SDL.EventType.TextInput:
if (GetViewportForWindowId(e.Text.WindowID) == null)
return false;
ImGuiNative.ImGuiIO_AddInputCharactersUTF8(io, (byte*)e.Text.Text);
return true;
case SDL.EventType.KeyDown:
case SDL.EventType.KeyUp:
if (GetViewportForWindowId(e.Key.WindowID) == null)
return false;
UpdateKeyModifiers(e.Key.Mod);
ImGuiKey imguiKey = KeyEventToImGui(e.Key.Key, e.Key.Scancode);
bool pressed = (SDL.EventType)e.Type == SDL.EventType.KeyDown;
io.AddKeyEvent(imguiKey, pressed);
io.SetKeyEventNativeData(imguiKey, (int)e.Key.Key, (int)e.Key.Scancode, (int)e.Key.Scancode);
return true;
case SDL.EventType.WindowMouseEnter:
if (GetViewportForWindowId(e.Window.WindowID) == null)
return false;
_mouseWindowId = e.Window.WindowID;
_mousePendingLeaveFrame = 0;
return true;
case SDL.EventType.WindowMouseLeave:
if (GetViewportForWindowId(e.Window.WindowID) == null)
return false;
_mousePendingLeaveFrame = ImGui.GetFrameCount() + 1;
return true;
case SDL.EventType.WindowFocusGained:
case SDL.EventType.WindowFocusLost:
if (GetViewportForWindowId(e.Window.WindowID) == null)
return false;
io.AddFocusEvent((SDL.EventType)e.Type == SDL.EventType.WindowFocusGained);
return true;
default:
break;
}
return false;
}
private void UpdateMouseData()
{
ImGuiIOPtr io = ImGui.GetIO();
IntPtr focusedWindow = SDL.GetKeyboardFocus();
bool isAppFocused = focusedWindow == Window;
if (isAppFocused)
{
if (io.WantSetMousePos)
{
SDL.WarpMouseInWindow(Window, (int)io.MousePos.X, (int)io.MousePos.Y);
}
}
}
private void UpdateMouseCursor()
{
ImGuiIOPtr io = ImGui.GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags.NoMouseCursorChange) != 0)
return;
ImGuiMouseCursor imguiCursor = ImGui.GetMouseCursor();
if (io.MouseDrawCursor || imguiCursor == ImGuiMouseCursor.None)
{
SDL.HideCursor();
}
else
{
IntPtr expectedCursor = _mouseCursors[(int)imguiCursor];
if (_mouseLastCursor != expectedCursor)
{
SDL.SetCursor(expectedCursor);
_mouseLastCursor = expectedCursor;
}
SDL.ShowCursor();
}
}
private ImGuiKey KeyEventToImGui(SDL.Keycode keycoade, SDL.Scancode scancode)
{
switch (scancode)
{
case SDL.Scancode.Kp0: return ImGuiKey.Keypad0;
case SDL.Scancode.Kp1: return ImGuiKey.Keypad1;
case SDL.Scancode.Kp2: return ImGuiKey.Keypad2;
case SDL.Scancode.Kp3: return ImGuiKey.Keypad3;
case SDL.Scancode.Kp4: return ImGuiKey.Keypad4;
case SDL.Scancode.Kp5: return ImGuiKey.Keypad5;
case SDL.Scancode.Kp6: return ImGuiKey.Keypad6;
case SDL.Scancode.Kp7: return ImGuiKey.Keypad7;
case SDL.Scancode.Kp8: return ImGuiKey.Keypad8;
case SDL.Scancode.Kp9: return ImGuiKey.Keypad9;
case SDL.Scancode.KpPeriod: return ImGuiKey.KeypadDecimal;
case SDL.Scancode.KpDivide: return ImGuiKey.KeypadDivide;
case SDL.Scancode.KpMultiply: return ImGuiKey.KeypadMultiply;
case SDL.Scancode.KpMinus: return ImGuiKey.KeypadSubtract;
case SDL.Scancode.KpPlus: return ImGuiKey.KeypadAdd;
case SDL.Scancode.KpEnter: return ImGuiKey.KeypadEnter;
case SDL.Scancode.KpEquals: return ImGuiKey.KeypadEqual;
default: break;
}
switch (keycoade)
{
case SDL.Keycode.Tab: return ImGuiKey.Tab;
case SDL.Keycode.Left: return ImGuiKey.LeftArrow;
case SDL.Keycode.Right: return ImGuiKey.RightArrow;
case SDL.Keycode.Up: return ImGuiKey.UpArrow;
case SDL.Keycode.Down: return ImGuiKey.DownArrow;
case SDL.Keycode.Pageup: return ImGuiKey.PageUp;
case SDL.Keycode.Pagedown: return ImGuiKey.PageDown;
case SDL.Keycode.Home: return ImGuiKey.Home;
case SDL.Keycode.End: return ImGuiKey.End;
case SDL.Keycode.Insert: return ImGuiKey.Insert;
case SDL.Keycode.Delete: return ImGuiKey.Delete;
case SDL.Keycode.Backspace: return ImGuiKey.Backspace;
case SDL.Keycode.Space: return ImGuiKey.Space;
case SDL.Keycode.Return: return ImGuiKey.Enter;
case SDL.Keycode.Escape: return ImGuiKey.Escape;
case SDL.Keycode.Apostrophe: return ImGuiKey.Apostrophe;
case SDL.Keycode.Comma: return ImGuiKey.Comma;
case SDL.Keycode.Minus: return ImGuiKey.Minus;
case SDL.Keycode.Period: return ImGuiKey.Period;
case SDL.Keycode.Slash: return ImGuiKey.Slash;
case SDL.Keycode.Semicolon: return ImGuiKey.Semicolon;
case SDL.Keycode.Equals: return ImGuiKey.Equal;
case SDL.Keycode.LeftBracket: return ImGuiKey.LeftBracket;
case SDL.Keycode.Backslash: return ImGuiKey.Backslash;
case SDL.Keycode.RightBracket: return ImGuiKey.RightBracket;
case SDL.Keycode.Grave: return ImGuiKey.GraveAccent;
case SDL.Keycode.Capslock: return ImGuiKey.CapsLock;
case SDL.Keycode.ScrollLock: return ImGuiKey.ScrollLock;
case SDL.Keycode.NumLockClear: return ImGuiKey.NumLock;
case SDL.Keycode.PrintScreen: return ImGuiKey.PrintScreen;
case SDL.Keycode.Pause: return ImGuiKey.Pause;
case SDL.Keycode.LCtrl: return ImGuiKey.LeftCtrl;
case SDL.Keycode.LShift: return ImGuiKey.LeftShift;
case SDL.Keycode.LAlt: return ImGuiKey.LeftAlt;
case SDL.Keycode.LGui: return ImGuiKey.LeftSuper;
case SDL.Keycode.RCtrl: return ImGuiKey.RightCtrl;
case SDL.Keycode.RShift: return ImGuiKey.RightShift;
case SDL.Keycode.RAlt: return ImGuiKey.RightAlt;
case SDL.Keycode.RGUI: return ImGuiKey.RightSuper;
case SDL.Keycode.Application: return ImGuiKey.Menu;
case SDL.Keycode.Alpha0: return ImGuiKey._0;
case SDL.Keycode.Alpha1: return ImGuiKey._1;
case SDL.Keycode.Alpha2: return ImGuiKey._2;
case SDL.Keycode.Alpha3: return ImGuiKey._3;
case SDL.Keycode.Alpha4: return ImGuiKey._4;
case SDL.Keycode.Alpha5: return ImGuiKey._5;
case SDL.Keycode.Alpha6: return ImGuiKey._6;
case SDL.Keycode.Alpha7: return ImGuiKey._7;
case SDL.Keycode.Alpha8: return ImGuiKey._8;
case SDL.Keycode.Alpha9: return ImGuiKey._9;
case SDL.Keycode.A: return ImGuiKey.A;
case SDL.Keycode.B: return ImGuiKey.B;
case SDL.Keycode.C: return ImGuiKey.C;
case SDL.Keycode.D: return ImGuiKey.D;
case SDL.Keycode.E: return ImGuiKey.E;
case SDL.Keycode.F: return ImGuiKey.F;
case SDL.Keycode.G: return ImGuiKey.G;
case SDL.Keycode.H: return ImGuiKey.H;
case SDL.Keycode.I: return ImGuiKey.I;
case SDL.Keycode.J: return ImGuiKey.J;
case SDL.Keycode.K: return ImGuiKey.K;
case SDL.Keycode.L: return ImGuiKey.L;
case SDL.Keycode.M: return ImGuiKey.M;
case SDL.Keycode.N: return ImGuiKey.N;
case SDL.Keycode.O: return ImGuiKey.O;
case SDL.Keycode.P: return ImGuiKey.P;
case SDL.Keycode.Q: return ImGuiKey.Q;
case SDL.Keycode.R: return ImGuiKey.R;
case SDL.Keycode.S: return ImGuiKey.S;
case SDL.Keycode.T: return ImGuiKey.T;
case SDL.Keycode.U: return ImGuiKey.U;
case SDL.Keycode.V: return ImGuiKey.V;
case SDL.Keycode.W: return ImGuiKey.W;
case SDL.Keycode.X: return ImGuiKey.X;
case SDL.Keycode.Y: return ImGuiKey.Y;
case SDL.Keycode.Z: return ImGuiKey.Z;
case SDL.Keycode.F1: return ImGuiKey.F1;
case SDL.Keycode.F2: return ImGuiKey.F2;
case SDL.Keycode.F3: return ImGuiKey.F3;
case SDL.Keycode.F4: return ImGuiKey.F4;
case SDL.Keycode.F5: return ImGuiKey.F5;
case SDL.Keycode.F6: return ImGuiKey.F6;
case SDL.Keycode.F7: return ImGuiKey.F7;
case SDL.Keycode.F8: return ImGuiKey.F8;
case SDL.Keycode.F9: return ImGuiKey.F9;
case SDL.Keycode.F10: return ImGuiKey.F10;
case SDL.Keycode.F11: return ImGuiKey.F11;
case SDL.Keycode.F12: return ImGuiKey.F12;
case SDL.Keycode.F13: return ImGuiKey.F13;
case SDL.Keycode.F14: return ImGuiKey.F14;
case SDL.Keycode.F15: return ImGuiKey.F15;
case SDL.Keycode.F16: return ImGuiKey.F16;
case SDL.Keycode.F17: return ImGuiKey.F17;
case SDL.Keycode.F18: return ImGuiKey.F18;
case SDL.Keycode.F19: return ImGuiKey.F19;
case SDL.Keycode.F20: return ImGuiKey.F20;
case SDL.Keycode.F21: return ImGuiKey.F21;
case SDL.Keycode.F22: return ImGuiKey.F22;
case SDL.Keycode.F23: return ImGuiKey.F23;
case SDL.Keycode.F24: return ImGuiKey.F24;
case SDL.Keycode.AcBack: return ImGuiKey.AppBack;
case SDL.Keycode.AcForward: return ImGuiKey.AppForward;
default: break;
}
return ImGuiKey.None;
}
public static IntPtr Data() => ImGui.GetIO().BackendPlatformUserData;
// I don't think we actually need these since it works just fine without them
//
// public static IntPtr GetClipboardText(IntPtr ctx)
// {
// if (clipboardTextPtr != IntPtr.Zero)
// {
// Marshal.FreeHGlobal(clipboardTextPtr);
// clipboardTextPtr = IntPtr.Zero;
// }
//
// string text = SDL.GetClipboardText();
// clipboardTextPtr = Marshal.StringToHGlobalAnsi(text ?? string.Empty);
// return clipboardTextPtr;
// }
//
// public static void SetClipboardText(IntPtr ctx, IntPtr text)
// {
// string managedText = Marshal.PtrToStringAnsi(text);
// if (managedText != null)
// {
// SDL.SetClipboardText(managedText);
// }
// }
// !! This is sorta fucked
// public static void UpdateKeyModifiers(SDL.Keymod keymods)
// {
// ImGuiIOPtr io = ImGui.GetIO();
// io.KeyCtrl = keymods.HasFlag(SDL.Keymod.LCtrl) || keymods.HasFlag(SDL.Keymod.RCtrl);
// io.KeyShift = keymods.HasFlag(SDL.Keymod.LShift) || keymods.HasFlag(SDL.Keymod.RShift);
// io.KeyAlt = keymods.HasFlag(SDL.Keymod.LAlt) || keymods.HasFlag(SDL.Keymod.RAlt);
// io.KeySuper = keymods.HasFlag(SDL.Keymod.LGUI) || keymods.HasFlag(SDL.Keymod.RGUI);
// }
private static void UpdateKeyModifiers(SDL.Keymod mod)
{
ImGuiIOPtr io = ImGui.GetIO();
io.AddKeyEvent(ImGuiKey.ModCtrl, (mod & SDL.Keymod.Ctrl) != 0);
io.AddKeyEvent(ImGuiKey.ModShift, (mod & SDL.Keymod.Shift) != 0);
io.AddKeyEvent(ImGuiKey.ModAlt, (mod & SDL.Keymod.Alt) != 0);
io.AddKeyEvent(ImGuiKey.ModSuper, (mod & SDL.Keymod.GUI) != 0);
}
public static ImGuiViewportPtr? GetViewportForWindowId(uint id)
{
ImGuiViewportPtr viewport = ImGui.GetMainViewport();
return viewport.ID == id ? ImGui.GetMainViewport() : null;
}
private static void SetupPlatformHandles(ImGuiViewportPtr viewport, IntPtr window)
{
viewport.PlatformHandle = window;
viewport.PlatformHandleRaw = 0;
#if _WIN32 && !__WINTR__
SDL.GetPointerProperty(SDL.GetWindowProperties(window), SDL.Props.WindowWin32HWNDPointer, 0);
#elif __APPLE__ && SDL_VIDEO_DRIVER_COCOA
SDL.GetPointerProperty(SDL.GetWindowProperties(window), SDL.Props.WindowCocoaWindow, 0);
#endif
}
}
+302
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using System.Numerics;
using ImGuiNET;
using SDL3;
namespace ResoniteImGuiLib.SDL3;
/// <summary>
/// Implementation of ImGui for SDL3 Renderer backend.
/// https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdlrenderer3.h
/// </summary>
public class ImGuiSDL3Renderer : IDisposable
{
struct BackupSDLRendererState
{
public SDL.Rect Viewport;
public bool ViewportEnabled;
public bool ClipEnabled;
public SDL.Rect ClipRect;
}
public SDL.Rect DefaultClipRect = new SDL.Rect();
public readonly IntPtr Renderer;
private IntPtr _fontTexture = IntPtr.Zero;
public ImGuiSDL3Renderer(IntPtr renderer)
{
Renderer = renderer;
ImGuiIOPtr io = ImGui.GetIO();
io.BackendFlags |= ImGuiBackendFlags.RendererHasVtxOffset;
}
public void Dispose()
{
ImGuiIOPtr io = ImGui.GetIO();
if (_fontTexture != IntPtr.Zero)
{
io.Fonts.SetTexID(IntPtr.Zero);
SDL.DestroyTexture(_fontTexture);
_fontTexture = IntPtr.Zero;
}
}
public void NewFrame()
{
if (_fontTexture == IntPtr.Zero)
{
CreateDeviceObjects();
}
}
public void RenderDrawData(ImDrawDataPtr drawData)
{
// Skip if no data to render
unsafe
{
if (drawData.NativePtr == null || drawData.CmdListsCount == 0)
return;
}
// Get display size & framebuffer scale
Vector2 renderScale = new Vector2(drawData.FramebufferScale.X, drawData.FramebufferScale.Y);
int fbWidth = (int)(drawData.DisplaySize.X * renderScale.X);
int fbHeight = (int)(drawData.DisplaySize.Y * renderScale.Y);
if (fbWidth <= 0 || fbHeight <= 0)
return;
// Backup SDL renderer state
BackupSDLRendererState oldState = BackupRendererState();
// Set up render state
SetupRenderState();
// Set render state in platform IO
ImGuiPlatformIOPtr platformIo = ImGui.GetPlatformIO();
platformIo.Renderer_RenderState = Renderer;
Vector2 clipOffset = drawData.DisplayPos;
// Render command lists
for (int n = 0; n < drawData.CmdListsCount; n++)
{
ImDrawListPtr cmdList = drawData.CmdLists[n];
for (int cmdIndex = 0; cmdIndex < cmdList.CmdBuffer.Size; cmdIndex++)
{
ImDrawCmdPtr cmd = cmdList.CmdBuffer[cmdIndex];
if (cmd.UserCallback != IntPtr.Zero)
{
// User callback not implemented
continue;
}
// Apply clipping rectangle
Vector4 clipRect = cmd.ClipRect;
SDL.Rect r = CalculateClipRect(clipRect, clipOffset, renderScale, fbWidth, fbHeight);
SDL.SetRenderClipRect(Renderer, r);
// Get texture
IntPtr texId = cmd.GetTexID();
// Convert ImGui vertices to SDL vertices
if (!RenderDrawCommand(cmdList, cmd, texId, renderScale))
{
Console.WriteLine($"Failed to render ImGui draw command: {SDL.GetError()}");
}
}
}
// Reset render state
platformIo.Renderer_RenderState = IntPtr.Zero;
// Restore renderer state
RestoreRendererState(oldState);
}
private bool RenderDrawCommand(ImDrawListPtr drawList, ImDrawCmdPtr cmd, IntPtr texId, Vector2 scale)
{
// Get indices and vertices for this command
int indexOffset = (int)cmd.IdxOffset;
int vertexOffset = (int)cmd.VtxOffset;
int elemCount = (int)cmd.ElemCount;
// Create SDL vertices just for the vertices used by this command
// Determine the vertex range by looking at the indices
int minVertexIdx = int.MaxValue;
int maxVertexIdx = 0;
for (int i = 0; i < elemCount; i++)
{
ushort idx = drawList.IdxBuffer[indexOffset + i];
minVertexIdx = Math.Min(minVertexIdx, idx);
maxVertexIdx = Math.Max(maxVertexIdx, idx);
}
// Adjust for the vertex offset
minVertexIdx += vertexOffset;
maxVertexIdx += vertexOffset;
// Calculate the number of vertices we need
int numVertices = maxVertexIdx - minVertexIdx + 1;
// Create arrays for the vertices and indices we're going to use
SDL.Vertex[] vertices = new SDL.Vertex[numVertices];
int[] indices = new int[elemCount];
// Convert only the vertices we need
for (int i = 0; i < numVertices; i++)
{
int vertIdx = minVertexIdx + i;
ImDrawVertPtr srcVert = drawList.VtxBuffer[vertIdx];
// Convert from ImGui ABGR color to SDL RGBA color
uint col = srcVert.col;
byte r = (byte)(col >> 0 & 0xFF); // Extract R from the least significant byte
byte g = (byte)(col >> 8 & 0xFF); // Extract G
byte b = (byte)(col >> 16 & 0xFF); // Extract B
byte a = (byte)(col >> 24 & 0xFF); // Extract A from the most significant byte
vertices[i] = new SDL.Vertex
{
Position = new SDL.FPoint { X = srcVert.pos.X, Y = srcVert.pos.Y },
Color = new SDL.FColor { R = r / 255f, G = g / 255f, B = b / 255f, A = a / 255f },
TexCoord = new SDL.FPoint { X = srcVert.uv.X, Y = srcVert.uv.Y }
};
}
// Adjust indices to be relative to our new vertex array
for (int i = 0; i < elemCount; i++)
{
ushort originalIdx = drawList.IdxBuffer[indexOffset + i];
indices[i] = (ushort)(originalIdx - (minVertexIdx - vertexOffset));
}
// Call your SDL.RenderGeometry wrapper with the managed arrays
return SDL.RenderGeometry(
Renderer,
texId,
vertices,
numVertices,
indices,
elemCount
);
}
private void SetupRenderState()
{
SDL.SetRenderViewport(Renderer, 0);
SDL.SetRenderClipRect(Renderer, IntPtr.Zero);
SDL.SetRenderDrawBlendMode(Renderer, SDL.BlendMode.Blend);
}
private BackupSDLRendererState BackupRendererState()
{
BackupSDLRendererState state = new BackupSDLRendererState
{
ViewportEnabled = SDL.RenderViewportSet(Renderer),
ClipEnabled = SDL.RenderClipEnabled(Renderer)
};
SDL.GetRenderViewport(Renderer, out state.Viewport);
SDL.GetRenderClipRect(Renderer, out state.ClipRect);
return state;
}
private void RestoreRendererState(BackupSDLRendererState state)
{
if (state.ViewportEnabled)
SDL.SetRenderViewport(Renderer, state.Viewport);
else
SDL.SetRenderViewport(Renderer, IntPtr.Zero);
if (state.ClipEnabled)
SDL.SetRenderClipRect(Renderer, state.ClipRect);
else
SDL.SetRenderClipRect(Renderer, IntPtr.Zero);
}
private SDL.Rect CalculateClipRect(Vector4 clipRect, Vector2 clipOffset, Vector2 scale, int fbWidth, int fbHeight)
{
Vector2 clipMin = new Vector2((clipRect.X - clipOffset.X) * scale.X, (clipRect.Y - clipOffset.Y) * scale.Y);
Vector2 clipMax = new Vector2((clipRect.Z - clipOffset.X) * scale.X, (clipRect.W - clipOffset.Y) * scale.Y);
// Clamp to framebuffer bounds
clipMin.X = Math.Max(0, clipMin.X);
clipMin.Y = Math.Max(0, clipMin.Y);
clipMax.X = Math.Min(fbWidth, clipMax.X);
clipMax.Y = Math.Min(fbHeight, clipMax.Y);
SDL.Rect r = new SDL.Rect
{
X = (int)clipMin.X,
Y = (int)clipMin.Y,
W = (int)(clipMax.X - clipMin.X),
H = (int)(clipMax.Y - clipMin.Y)
};
return r;
}
private unsafe bool CreateDeviceObjects()
{
ImGuiIOPtr io = ImGui.GetIO();
io.Fonts.AddFontDefault();
// TODO: Load custom fonts from "Fonts" directory
//string fontsPath = Path.Combine(Plugin.AssemblyDirectory, "Fonts");
//if (Path.Exists(fontsPath))
//{
// string[] fonts = Directory.GetFiles(fontsPath, "*.ttf");
// if (fonts.Length > 0)
// {
// foreach (string font in fonts)
// {
// io.Fonts.AddFontFromFileTTF(font, 20f);
// }
// }
//}
// Build texture atlas
io.Fonts.GetTexDataAsRGBA32(out byte* pixels, out int width, out int height);
// Create surface from pixel data
IntPtr surface = SDL.CreateSurfaceFrom(width, height, SDL.PixelFormat.RGBA8888, (IntPtr)pixels, width * 4);
if (surface == IntPtr.Zero)
{
SDL.LogError(SDL.LogCategory.Application, $"Failed to create font surface: {SDL.GetError()}");
return false;
}
// Create texture
_fontTexture = SDL.CreateTextureFromSurface(Renderer, surface);
if (_fontTexture == IntPtr.Zero)
{
SDL.LogError(SDL.LogCategory.Application, $"Failed to create font texture: {SDL.GetError()}");
return false;
}
// Update texture directly without converting pixel format
if (!SDL.UpdateTexture(_fontTexture, IntPtr.Zero, (IntPtr)pixels, width * 4))
{
SDL.LogError(SDL.LogCategory.Application, $"Failed to update font texture: {SDL.GetError()}");
return false;
}
// Ensure proper blending for font rendering
SDL.SetTextureBlendMode(_fontTexture, SDL.BlendMode.Blend);
// Use nearest neighbor filtering for crisp font rendering at small sizes
SDL.SetTextureScaleMode(_fontTexture, SDL.ScaleMode.Linear);
// Store our identifier
io.Fonts.SetTexID(_fontTexture);
SDL.DestroySurface(surface);
io.Fonts.ClearTexData();
return true;
}
}
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using CodeGenerationConfig;
using Elements.Core;
using ImGuiNET;
using SDL3;
using System.Diagnostics;
namespace ResoniteImGuiLib.SDL3;
public class SDL3Window : IDisposable
{
public readonly IntPtr Window;
public readonly IntPtr Device;
public readonly ImGuiSDL3 Platform;
public readonly ImGuiSDL3Renderer Renderer;
internal readonly Queue<SDL.Event> EventQueue = new();
public event Action<int4>? WindowRectModified;
public color? ClearColor = null;
public Action? RenderCallback { get; set; }
private readonly Stopwatch _timer = Stopwatch.StartNew();
private TimeSpan _time = TimeSpan.Zero;
private SDL.Rect _screenClipRect;
private IntPtr _imGuiContext;
public SDL3Window(string name, int posX, int posY, int width, int height)
{
if (!SDL.Init(SDL.InitFlags.Video))
throw new Exception($"SDL_Init failed: {SDL.GetError()}");
// Create window & renderer
const SDL.WindowFlags windowFlags = SDL.WindowFlags.Resizable;
if (!SDL.CreateWindowAndRenderer(name, width, height, windowFlags, out Window, out Device))
throw new Exception($"SDL_CreateWindowAndRenderer failed: {SDL.GetError()}");
SDL.SetWindowTitle(Window, name);
SDL.SetWindowSize(Window, width, height);
SDL.SetWindowPosition(Window, posX, posY);
// Enable VSync
SDL.SetRenderVSync(Device, 1);
// Setup screen clip rect
SetupScreenClipRect();
// Create ImGui context
_imGuiContext = ImGui.CreateContext();
ImGui.SetCurrentContext(_imGuiContext);
ImGuiIOPtr io = ImGui.GetIO();
io.ConfigFlags |= ImGuiConfigFlags.NavEnableKeyboard | ImGuiConfigFlags.DockingEnable;
io.Fonts.Flags |= ImFontAtlasFlags.NoBakedLines;
// Init platform and renderer
Platform = new ImGuiSDL3(Window, Device);
Renderer = new ImGuiSDL3Renderer(Device);
//ImGuiManager.TriggerImGuiRecreated();
}
private bool _disposed;
~SDL3Window()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (_disposed) return;
_disposed = true;
try
{
if (Window != IntPtr.Zero)
{
SDL.GetWindowPosition(Window, out int x, out int y);
SDL.GetWindowSize(Window, out int w, out int h);
WindowRectModified?.Invoke(new(x, y, w, h));
}
}
catch
{
// Ignore if SDL window is already invalid
}
if (disposing)
{
Renderer?.Dispose();
Platform?.Dispose();
RenderCallback = null;
}
if (_imGuiContext != IntPtr.Zero)
{
ImGui.SetCurrentContext(_imGuiContext);
ImGui.DestroyContext();
_imGuiContext = IntPtr.Zero;
}
if (Device != IntPtr.Zero)
{
SDL.DestroyRenderer(Device);
}
if (Window != IntPtr.Zero)
{
SDL.DestroyWindow(Window);
}
}
public void RunOneFrame()
{
if (_disposed) return;
ImGui.SetCurrentContext(_imGuiContext);
ImGui.GetIO().DeltaTime = (float) (_timer.Elapsed - _time).TotalSeconds;
_time = _timer.Elapsed;
PollEvents();
Update();
var clear = ClearColor ?? Plugin.DefaultBackgroundColor.Value;
SDL.SetRenderDrawColor(Device, (byte) (clear.R * 255), (byte) (clear.G * 255), (byte) (clear.B * 255), (byte) (clear.A * 255));
Render();
if (_shouldClose || Plugin.CancellationToken.IsCancellationRequested)
{
Dispose();
}
ImGui.SetCurrentContext(IntPtr.Zero);
}
private bool _shouldClose;
private void PollEvents()
{
if (ImGui.GetIO().WantTextInput && !SDL.TextInputActive(Window))
SDL.StartTextInput(Window);
else if (!ImGui.GetIO().WantTextInput && SDL.TextInputActive(Window))
SDL.StopTextInput(Window);
while (EventQueue.TryDequeue(out var ev))
{
Platform.ProcessEvent(ev);
switch ((SDL.EventType) ev.Type)
{
// TODO: reimplement these events
case SDL.EventType.WindowFocusGained:
//ImGuiManager.TriggerImGuiFocusChanged(true);
break;
case SDL.EventType.WindowFocusLost:
//ImGuiManager.TriggerImGuiFocusChanged(false);
break;
case SDL.EventType.Terminating:
case SDL.EventType.WindowCloseRequested:
case SDL.EventType.Quit:
_shouldClose = true;
break;
case SDL.EventType.WindowResized:
SetupScreenClipRect();
SDL.GetWindowPosition(Window, out var x, out var y);
WindowRectModified?.Invoke(new(x, y, ev.Window.Data1, ev.Window.Data2));
break;
case SDL.EventType.WindowMoved:
SDL.GetWindowSize(Window, out var h, out var w);
WindowRectModified?.Invoke(new(ev.Window.Data1, ev.Window.Data2, w, h));
break;
}
}
}
private void Update()
{
Platform.NewFrame();
Renderer.NewFrame();
ImGui.NewFrame();
RenderCallback?.Invoke();
ImGui.EndFrame();
}
private void Render()
{
SDL.RenderClear(Device);
// Reset the clip rect to the screen size
SDL.SetRenderClipRect(Device, _screenClipRect);
// Render ImGui
ImGui.Render();
Renderer.RenderDrawData(ImGui.GetDrawData());
SDL.RenderPresent(Device);
}
private void SetupScreenClipRect()
{
SDL.GetWindowSize(Window, out int w, out int h);
_screenClipRect = new SDL.Rect
{
X = 0,
Y = 0,
W = w,
H = h
};
}
}
+8 -7
View File
@@ -1,10 +1,11 @@
# ResoniteImGuiLib
[![Thunderstore Badge](https://modding.resonite.net/assets/available-on-thunderstore.svg)](https://thunderstore.io/c/resonite/)
A [ResoniteModLoader](https://github.com/resonite-modding-group/ResoniteModLoader) mod for [Resonite](https://resonite.com/) that is a library which allows modders to use [ImGuiUnityInject](https://github.com/art0007i/ImGuiUnityInject) in resonite.
A [Resonite](https://resonite.com/) library that allows modders to create ImGui windows.
## Installation
1. Install [ResoniteModLoader](https://github.com/resonite-modding-group/ResoniteModLoader).
1. Place [ResoniteImGuiLib.dll](https://github.com/art0007i/ResoniteImGuiLib/releases/latest/download/ResoniteImGuiLib.dll) into your `rml_mods` folder. This folder should be at `C:\Program Files (x86)\Steam\steamapps\common\Resonite\rml_mods` for a default install. You can create it if it's missing, or if you launch the game once with ResoniteModLoader installed it will create the folder for you.
2. Place [ImGuiUnityInject.dll](https://github.com/art0007i/ImGuiUnityInject/releases/latest/download/ImGuiUnityInject.dll) into your `rml_libs` folder.
3. Place the files from [ImGuiUnityInject/Plugins](https://github.com/art0007i/ImGuiUnityInject/tree/master/Plugins) into your `Resonite_Data/Plugins/x86_64` folder.
1. Start the game. If you want to verify that the mod is working you can check your Resonite logs.
## Installation (Manual)
1. Install [BepisLoader](https://github.com/ResoniteModding/BepisLoader) for Resonite.
2. Download the latest release ZIP file (e.g., `art0007i-ResoniteImGuiLib-2.0.0.zip`) from the [Releases](https://github.com/art0007i/ResoniteImGuiLib/releases) page.
3. Extract the ZIP and copy the `plugins` folder to your BepInEx folder in your Resonite installation directory:
- **Default location:** `C:\Program Files (x86)\Steam\steamapps\common\Resonite\BepInEx\`
4. Start the game. If you want to verify that the mod is working you can check your BepInEx logs.
+21 -8
View File
@@ -1,21 +1,34 @@
Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ResoniteImGuiLib", "ResoniteImGuiLib\ResoniteImGuiLib.csproj", "{FFA93FA9-4040-46FF-8A1C-2A190C0CC235}"
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ResoniteImGuiLib", "Plugin\ResoniteImGuiLib.csproj", "{797E46C4-2CE9-40D2-9B24-64E35847ECC6}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{FFA93FA9-4040-46FF-8A1C-2A190C0CC235}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{FFA93FA9-4040-46FF-8A1C-2A190C0CC235}.Debug|Any CPU.Build.0 = Debug|Any CPU
{FFA93FA9-4040-46FF-8A1C-2A190C0CC235}.Release|Any CPU.ActiveCfg = Release|Any CPU
{FFA93FA9-4040-46FF-8A1C-2A190C0CC235}.Release|Any CPU.Build.0 = Release|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Debug|x64.ActiveCfg = Debug|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Debug|x64.Build.0 = Debug|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Debug|x86.ActiveCfg = Debug|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Debug|x86.Build.0 = Debug|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Release|Any CPU.Build.0 = Release|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Release|x64.ActiveCfg = Release|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Release|x64.Build.0 = Release|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Release|x86.ActiveCfg = Release|Any CPU
{797E46C4-2CE9-40D2-9B24-64E35847ECC6}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {FFA93FA9-4040-46FF-8A1C-2A190C0CC235}
EndGlobalSection
EndGlobal
@@ -1,35 +0,0 @@
using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("ResoniteImGuiLib")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("art0007i")]
[assembly: AssemblyProduct("ResoniteImGuiLib")]
[assembly: AssemblyCopyright("Copyright © 2023")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("FFA93FA9-4040-46FF-8A1C-2A190C0CC235")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0")]
[assembly: AssemblyFileVersion("1.0.0")]
@@ -1,10 +0,0 @@
{
"profiles": {
"Launch Resonite": {
"commandName": "Executable",
"executablePath": "$(GamePath)Resonite.exe",
"commandLineArgs": "-DataPath \"D:\\YDMS\\Resonite Data\" -CachePath \"D:\\YDMS\\Resonite Cache\" -Screen -Invisible -LoadAssembly \"Libraries/ResoniteModLoader.dll\" -DoNotAutoLoadHome",
"workingDirectory": "$(GamePath)"
}
}
}
-95
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@@ -1,95 +0,0 @@
using HarmonyLib;
using ResoniteModLoader;
using FrooxEngine;
using Elements.Core;
using ImGuiNET;
using UnityEngine;
using ImGuiUnityInject;
using UnityEngine.SceneManagement;
using System.Linq;
using UnityFrooxEngineRunner;
namespace ResoniteImGuiLib;
public static class ImGuiLib
{
public static ImGuiInstance GetOrCreateInstance(ImGuiReady onReady)
{
return GetOrCreateInstance("global", onReady);
}
public static ImGuiInstance GetOrCreateInstance(string name = "global", ImGuiReady onReady = null)
{
return ImGuiInstance.GetOrCreate((gui, isNew) =>
{
if (isNew) gui._camera = SceneManager.GetActiveScene().GetRootGameObjects().Where(go => go.name == "FrooxEngine").First().GetComponent<FrooxEngineRunner>().OverlayCamera;
if (onReady != null) onReady(gui, isNew);
else gui.enabled = true;
});
}
}
public class ResoniteImGuiLib : ResoniteMod
{
public override string Name => "ResoniteImGuiLib";
public override string Author => "art0007i";
public override string Version => "1.0.0";
public override string Link => "https://github.com/art0007i/ResoniteImGuiLib/";
public override void OnEngineInit()
{
Harmony harmony = new Harmony("me.art0007i.ResoniteImGuiLib");
harmony.PatchAll();
}
[HarmonyPatch(typeof(MouseDriver), "UpdateMouse")]
class CursorUpdatePatch
{
public static bool Prefix(Mouse mouse)
{
var io = ImGui.GetIO();
if (io.WantCaptureMouse)
{
mouse.LeftButton.UpdateState(false);
mouse.RightButton.UpdateState(false);
mouse.MiddleButton.UpdateState(false);
mouse.MouseButton4.UpdateState(false);
mouse.MouseButton5.UpdateState(false);
mouse.DirectDelta.UpdateValue(float2.Zero, Time.deltaTime);
mouse.ScrollWheelDelta.UpdateValue(float2.Zero, Time.deltaTime);
mouse.NormalizedScrollWheelDelta.UpdateValue(float2.Zero, Time.deltaTime);
var cursor = ImGui.GetMouseCursor();
Cursor.visible = cursor != ImGuiMouseCursor.None;
Cursor.lockState = CursorLockMode.None;
return false;
}
return true;
}
}
[HarmonyPatch(typeof(KeyboardDriver), "Current_onTextInput")]
class KeyboardDeltaPatch
{
public static bool Prefix()
{
if (ImGui.GetIO().WantCaptureKeyboard)
{
return false;
}
return true;
}
}
[HarmonyPatch(typeof(KeyboardDriver), "GetKeyState")]
class KeyboardStatePatch
{
public static bool Prefix(ref bool __result)
{
if (ImGui.GetIO().WantCaptureKeyboard)
{
__result = false;
return false;
}
return true;
}
}
}
-56
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@@ -1,56 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<ProjectGuid>{FFA93FA9-4040-46FF-8A1C-2A190C0CC235}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ResoniteImGuiLib</RootNamespace>
<AssemblyTitle>ResoniteImGuiLib</AssemblyTitle>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<LangVersion>10</LangVersion>
<TargetFramework>net472</TargetFramework>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<GamePath>$(MSBuildThisFileDirectory)Resonite</GamePath>
<GamePath Condition="Exists('C:\Program Files (x86)\Steam\steamapps\common\Resonite\')">C:\Program Files (x86)\Steam\steamapps\common\Resonite\</GamePath>
<GamePath Condition="Exists('$(HOME)/.steam/steam/steamapps/common/Resonite/')">$(HOME)/.steam/steam/steamapps/common/Resonite/</GamePath>
<GamePath Condition="Exists('E:\Programs\Steam\steamapps\common\Resonite')">E:\Programs\Steam\steamapps\common\Resonite\</GamePath>
<CopyLocal>false</CopyLocal>
<CopyToMods Condition="'$(CopyToMods)'==''">true</CopyToMods>
<DebugSymbols Condition="'$(Configuration)'=='Release'">false</DebugSymbols>
<DebugType Condition="'$(Configuration)'=='Release'">None</DebugType>
</PropertyGroup>
<ItemGroup>
<Reference Include="HarmonyLib">
<HintPath>$(GamePath)rml_libs\0Harmony.dll</HintPath>
<HintPath Condition="Exists('$(GamePath)0Harmony.dll')">$(GamePath)0Harmony.dll</HintPath>
</Reference>
<Reference Include="Elements.Core">
<HintPath>$(GamePath)Resonite_Data\Managed\Elements.Core.dll</HintPath>
</Reference>
<Reference Include="FrooxEngine">
<HintPath>$(GamePath)Resonite_Data\Managed\FrooxEngine.dll</HintPath>
</Reference>
<Reference Include="ResoniteModLoader">
<HintPath>$(GamePath)ResoniteModLoader.dll</HintPath>
<HintPath>$(GamePath)Libraries\ResoniteModLoader.dll</HintPath>
</Reference>
<Reference Include="UnityFrooxEngineRunner.dll">
<HintPath>$(GamePath)Resonite_Data/Managed/UnityFrooxEngineRunner.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>$(GamePath)Resonite_Data/Managed/Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="ImGuiUnityInject.dll">
<HintPath>$(GamePath)rml_libs/ImGuiUnityInject.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule.dll">
<HintPath>$(GamePath)Resonite_Data/Managed/UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent" Condition="'$(CopyToMods)'=='true'">
<Copy SourceFiles="$(TargetPath)" DestinationFolder="$(GamePath)rml_mods" />
<Message Text="Copied $(TargetFileName) to $(GamePath)rml_mods" Importance="high" />
</Target>
</Project>
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+55
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@@ -0,0 +1,55 @@
# This file is used by the Thunderstore CLI to build and publish your mod to Thunderstore. https://github.com/thunderstore-io/thunderstore-cli
[config]
schemaVersion = "0.0.1"
[package]
namespace = "art0007i"
name = "ResoniteImGuiLib"
description = "Library that allows modders to create ImGui windows."
websiteUrl = "https://github.com/art0007i/ResoniteImGuiLib"
containsNsfwContent = false
[package.dependencies]
ResoniteModding-BepisLoader = "1.4.1"
ResoniteModding-BepisResoniteWrapper = "1.0.0"
[build]
icon = "./icon.png"
readme = "./README.md"
outdir = "./build"
[[build.copy]]
source = "./Plugin/bin/Release/ResoniteImGuiLib.dll"
target = "plugins/ResoniteImGuiLib/"
[[build.copy]]
source = "./Plugin/bin/Release/ResoniteImGuiLib.pdb"
target = "plugins/ResoniteImGuiLib/"
[[build.copy]]
source = "./Plugin/bin/Release/ImGui.NET.dll"
target = "plugins/ResoniteImGuiLib/"
[[build.copy]]
source = "./Plugin/bin/Release/runtimes/linux-x64/native/libcimgui.so"
target = "plugins/ResoniteImGuiLib/native/"
[[build.copy]]
source = "./Plugin/bin/Release/runtimes/win-x64/native/cimgui.dll"
target = "plugins/ResoniteImGuiLib/native/"
[[build.copy]]
source = "./CHANGELOG.md"
target = "/"
[[build.copy]]
source = "./LICENSE"
target = "/"
[publish]
repository = "https://thunderstore.io"
communities = ["resonite"]
[publish.categories]
resonite = [ "libraries", "technicaltweaks" ] # TODO: Change this to your mod's categories, see https://thunderstore.io/api/experimental/community/resonite/category/ for a list of available categories