Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
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// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
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#include "imgui.h" |
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#include "../imgui_impl_freeglut.h" |
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#include "../imgui_impl_opengl2.h" |
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#include <GL/freeglut.h> |
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#ifdef _MSC_VER |
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#pragma warning (disable: 4505) // unreferenced local function has been removed
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#endif |
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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void my_display_code() |
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{ |
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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ImGui::Checkbox("Another Window", &show_another_window); |
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if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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} |
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if (show_another_window) |
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{ |
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ImGui::Begin("Another Window", &show_another_window); |
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if (show_demo_window) |
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{ |
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window); |
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} |
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} |
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void glut_display_func() |
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{ |
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ImGui_ImplOpenGL2_NewFrame(); |
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ImGui_ImplFreeGLUT_NewFrame(); |
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my_display_code(); |
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ImGui::Render(); |
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ImGuiIO& io = ImGui::GetIO(); |
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); |
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); |
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glutSwapBuffers(); |
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glutPostRedisplay(); |
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} |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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int main(int argc, char** argv) |
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{
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// Create GLUT window
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glutInit(&argc, argv); |
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glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); |
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); |
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glutInitWindowSize(1280, 720); |
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glutCreateWindow("ImGui FreeGLUT+OpenGL2 Example"); |
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// Setup GLUT display function
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// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
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// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
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glutDisplayFunc(glut_display_func); |
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// Setup ImGui binding
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplFreeGLUT_Init(); |
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ImGui_ImplFreeGLUT_InstallFuncs(); |
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ImGui_ImplOpenGL2_Init(); |
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// Setup style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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glutMainLoop(); |
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// Cleanup
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ImGui_ImplOpenGL2_Shutdown(); |
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ImGui_ImplFreeGLUT_Shutdown(); |
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ImGui::DestroyContext(); |
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return 0; |
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} |
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// ImGui Platform Binding for: FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-03-22: Added FreeGLUT Platform binding.
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#include "imgui.h" |
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#include "imgui_impl_freeglut.h" |
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#include <GL/freeglut.h> |
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#ifdef _MSC_VER |
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#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
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#endif |
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static int g_Time = 0; // Current time, in milliseconds
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bool ImGui_ImplFreeGLUT_Init() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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g_Time = 0; |
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// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
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io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
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io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP; |
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io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN; |
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io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME; |
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io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END; |
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io.KeyMap[ImGuiKey_Delete] = 127; |
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io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
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io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_Escape] = 27; |
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io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT; |
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io.KeyMap[ImGuiKey_A] = 'A'; |
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io.KeyMap[ImGuiKey_C] = 'C'; |
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io.KeyMap[ImGuiKey_V] = 'V'; |
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io.KeyMap[ImGuiKey_X] = 'X'; |
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io.KeyMap[ImGuiKey_Y] = 'Y'; |
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io.KeyMap[ImGuiKey_Z] = 'Z'; |
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return true; |
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} |
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void ImGui_ImplFreeGLUT_InstallFuncs() |
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{ |
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glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc); |
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glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); |
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glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc); |
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glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc); |
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glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc); |
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glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc); |
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glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc); |
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glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc); |
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glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc); |
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} |
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void ImGui_ImplFreeGLUT_Shutdown() |
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{ |
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} |
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void ImGui_ImplFreeGLUT_NewFrame() |
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{ |
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// Setup time step
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ImGuiIO& io = ImGui::GetIO(); |
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int current_time = glutGet(GLUT_ELAPSED_TIME); |
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io.DeltaTime = (current_time - g_Time) / 1000.0f; |
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g_Time = current_time; |
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// Start the frame
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ImGui::NewFrame(); |
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} |
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static void ImGui_ImplFreeGLUT_UpdateKeyboardMods() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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int mods = glutGetModifiers(); |
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io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0; |
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io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0; |
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io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0; |
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} |
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void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y) |
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{ |
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// Send character to imgui
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//printf("char_down_func %d '%c'\n", c, c);
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ImGuiIO& io = ImGui::GetIO(); |
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if (c >= 32) |
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io.AddInputCharacter(c); |
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// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
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// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
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if (c >= 1 && c <= 26) |
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io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true; |
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else if (c >= 'a' && c <= 'z') |
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io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true; |
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else if (c >= 'A' && c <= 'Z') |
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io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true; |
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else |
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io.KeysDown[c] = true; |
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ImGui_ImplFreeGLUT_UpdateKeyboardMods(); |
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(void)x; (void)y; // Unused
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} |
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void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y) |
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{ |
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//printf("char_up_func %d '%c'\n", c, c);
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ImGuiIO& io = ImGui::GetIO(); |
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if (c >= 1 && c <= 26) |
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io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false; |
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else if (c >= 'a' && c <= 'z') |
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io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false; |
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else if (c >= 'A' && c <= 'Z') |
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io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false; |
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else |
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io.KeysDown[c] = false; |
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ImGui_ImplFreeGLUT_UpdateKeyboardMods(); |
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(void)x; (void)y; // Unused
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} |
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void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y) |
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{ |
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//printf("key_down_func %d\n", key);
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ImGuiIO& io = ImGui::GetIO(); |
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if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) |
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io.KeysDown[key + 256] = true; |
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ImGui_ImplFreeGLUT_UpdateKeyboardMods(); |
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(void)x; (void)y; // Unused
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} |
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void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y) |
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{ |
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//printf("key_up_func %d\n", key);
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ImGuiIO& io = ImGui::GetIO(); |
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if (key + 256 < IM_ARRAYSIZE(io.KeysDown)) |
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io.KeysDown[key + 256] = false; |
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ImGui_ImplFreeGLUT_UpdateKeyboardMods(); |
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(void)x; (void)y; // Unused
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} |
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void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MousePos = ImVec2((float)x, (float)y); |
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int button = -1; |
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if (glut_button == GLUT_LEFT_BUTTON) button = 0; |
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if (glut_button == GLUT_RIGHT_BUTTON) button = 1; |
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if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; |
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if (button != -1 && state == GLUT_DOWN) |
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io.MouseDown[button] = true; |
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if (button != -1 && state == GLUT_UP) |
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io.MouseDown[button] = false; |
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} |
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void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MousePos = ImVec2((float)x, (float)y); |
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if (dir > 0) |
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io.MouseWheel += 1.0; |
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else if (dir < 0) |
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io.MouseWheel -= 1.0; |
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(void)button; // Unused
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} |
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void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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} |
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void ImGui_ImplFreeGLUT_MotionFunc(int x, int y) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MousePos = ImVec2((float)x, (float)y); |
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} |
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// ImGui Platform Binding for: FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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IMGUI_API bool ImGui_ImplFreeGLUT_Init(); |
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IMGUI_API void ImGui_ImplFreeGLUT_InstallFuncs(); |
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IMGUI_API void ImGui_ImplFreeGLUT_Shutdown(); |
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IMGUI_API void ImGui_ImplFreeGLUT_NewFrame(); |
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// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
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// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
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//------------------------------------ GLUT name --------------------------------------------- Decent Name --------------
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IMGUI_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
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IMGUI_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
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IMGUI_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
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IMGUI_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
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