features/sdl_renderer3_multiviewports
			
			
		
		
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				 7 changed files with 304 additions and 264 deletions
			
			
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|  | // ImGui GLFW binding with OpenGL3 + shaders
 | ||||||
|  | // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 | ||||||
|  | // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
 | ||||||
|  | 
 | ||||||
|  | // Implemented features:
 | ||||||
|  | //  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 | ||||||
|  | //  [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
 | ||||||
|  | 
 | ||||||
|  | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 | ||||||
|  | // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 | ||||||
|  | // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 | ||||||
|  | // https://github.com/ocornut/imgui
 | ||||||
|  | 
 | ||||||
|  | // CHANGELOG
 | ||||||
|  | // (minor and older changes stripped away, please see git history for details)
 | ||||||
|  | //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
 | ||||||
|  | //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 | ||||||
|  | //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
 | ||||||
|  | //  2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
 | ||||||
|  | //  2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
 | ||||||
|  | //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
 | ||||||
|  | //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
 | ||||||
|  | //  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
 | ||||||
|  | //  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
 | ||||||
|  | //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
 | ||||||
|  | //  2017-05-01: OpenGL: Fixed save and restore of current blend function state.
 | ||||||
|  | //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
 | ||||||
|  | //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
 | ||||||
|  | //  2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
 | ||||||
|  | 
 | ||||||
|  | #include "imgui.h" | ||||||
|  | #include "imgui_impl_glfw.h" | ||||||
|  | 
 | ||||||
|  | // GL3W/GLFW
 | ||||||
|  | #include <GLFW/glfw3.h> | ||||||
|  | #ifdef _WIN32 | ||||||
|  | #undef APIENTRY | ||||||
|  | #define GLFW_EXPOSE_NATIVE_WIN32 | ||||||
|  | #include <GLFW/glfw3native.h> | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  | // Data
 | ||||||
|  | static GLFWwindow*  g_Window = NULL; | ||||||
|  | static double       g_Time = 0.0f; | ||||||
|  | static bool         g_MouseJustPressed[3] = { false, false, false }; | ||||||
|  | 
 | ||||||
|  | static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data) | ||||||
|  | { | ||||||
|  |     return glfwGetClipboardString((GLFWwindow*)user_data); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text) | ||||||
|  | { | ||||||
|  |     glfwSetClipboardString((GLFWwindow*)user_data, text); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) | ||||||
|  | { | ||||||
|  |     if (action == GLFW_PRESS && button >= 0 && button < 3) | ||||||
|  |         g_MouseJustPressed[button] = true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) | ||||||
|  | { | ||||||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||||||
|  |     io.MouseWheelH += (float)xoffset; | ||||||
|  |     io.MouseWheel += (float)yoffset; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) | ||||||
|  | { | ||||||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||||||
|  |     if (action == GLFW_PRESS) | ||||||
|  |         io.KeysDown[key] = true; | ||||||
|  |     if (action == GLFW_RELEASE) | ||||||
|  |         io.KeysDown[key] = false; | ||||||
|  | 
 | ||||||
|  |     (void)mods; // Modifiers are not reliable across systems
 | ||||||
|  |     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; | ||||||
|  |     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; | ||||||
|  |     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; | ||||||
|  |     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) | ||||||
|  | { | ||||||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||||||
|  |     if (c > 0 && c < 0x10000) | ||||||
|  |         io.AddInputCharacter((unsigned short)c); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) | ||||||
|  | { | ||||||
|  |     g_Window = window; | ||||||
|  | 
 | ||||||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||||||
|  |     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                         // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
 | ||||||
|  |     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; | ||||||
|  |     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; | ||||||
|  |     io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; | ||||||
|  |     io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; | ||||||
|  |     io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; | ||||||
|  |     io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; | ||||||
|  |     io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; | ||||||
|  |     io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; | ||||||
|  |     io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; | ||||||
|  |     io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; | ||||||
|  |     io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; | ||||||
|  |     io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; | ||||||
|  |     io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; | ||||||
|  |     io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; | ||||||
|  |     io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; | ||||||
|  |     io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; | ||||||
|  |     io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; | ||||||
|  |     io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; | ||||||
|  |     io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; | ||||||
|  |     io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; | ||||||
|  | 
 | ||||||
|  |     io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; | ||||||
|  |     io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; | ||||||
|  |     io.ClipboardUserData = g_Window; | ||||||
|  | #ifdef _WIN32 | ||||||
|  |     io.ImeWindowHandle = glfwGetWin32Window(g_Window); | ||||||
|  | #endif | ||||||
|  | 
 | ||||||
|  |     if (install_callbacks) | ||||||
|  |     { | ||||||
|  |         glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); | ||||||
|  |         glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); | ||||||
|  |         glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); | ||||||
|  |         glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     return true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void ImGui_ImplGlfw_Shutdown() | ||||||
|  | { | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void ImGui_ImplGlfw_NewFrame() | ||||||
|  | { | ||||||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||||||
|  |     IM_ASSERT(io.Fonts->IsBuilt());     // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() 
 | ||||||
|  | 
 | ||||||
|  |     // Setup display size
 | ||||||
|  |     int w, h; | ||||||
|  |     int display_w, display_h; | ||||||
|  |     glfwGetWindowSize(g_Window, &w, &h); | ||||||
|  |     glfwGetFramebufferSize(g_Window, &display_w, &display_h); | ||||||
|  |     io.DisplaySize = ImVec2((float)w, (float)h); | ||||||
|  |     io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); | ||||||
|  | 
 | ||||||
|  |     // Setup time step
 | ||||||
|  |     double current_time =  glfwGetTime(); | ||||||
|  |     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | ||||||
|  |     g_Time = current_time; | ||||||
|  | 
 | ||||||
|  |     // Setup inputs
 | ||||||
|  |     // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
 | ||||||
|  |     if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) | ||||||
|  |     { | ||||||
|  |         if (io.WantMoveMouse) | ||||||
|  |         { | ||||||
|  |             glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);   // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
 | ||||||
|  |         } | ||||||
|  |         else | ||||||
|  |         { | ||||||
|  |             double mouse_x, mouse_y; | ||||||
|  |             glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); | ||||||
|  |             io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |     else | ||||||
|  |     { | ||||||
|  |         io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     for (int i = 0; i < 3; i++) | ||||||
|  |     { | ||||||
|  |         // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
 | ||||||
|  |         io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; | ||||||
|  |         g_MouseJustPressed[i] = false; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // Hide OS mouse cursor if ImGui is drawing it
 | ||||||
|  |     glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); | ||||||
|  | 
 | ||||||
|  |     // Gamepad navigation mapping [BETA]
 | ||||||
|  |     memset(io.NavInputs, 0, sizeof(io.NavInputs)); | ||||||
|  |     if (io.NavFlags & ImGuiNavFlags_EnableGamepad) | ||||||
|  |     { | ||||||
|  |         // Update gamepad inputs
 | ||||||
|  |         #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } | ||||||
|  |         #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } | ||||||
|  |         int axes_count = 0, buttons_count = 0; | ||||||
|  |         const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); | ||||||
|  |         const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
 | ||||||
|  |         MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
 | ||||||
|  |         MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f); | ||||||
|  |         MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f); | ||||||
|  |         MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f); | ||||||
|  |         MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f); | ||||||
|  |         #undef MAP_BUTTON | ||||||
|  |         #undef MAP_ANALOG | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
 | ||||||
|  |     ImGui::NewFrame(); | ||||||
|  | } | ||||||
| @ -0,0 +1,11 @@ | |||||||
|  | 
 | ||||||
|  | IMGUI_API bool  ImGui_ImplOpenGL3_Init(); | ||||||
|  | IMGUI_API void  ImGui_ImplOpenGL3_Shutdown(); | ||||||
|  | IMGUI_API void  ImGui_ImplOpenGL3_NewFrame(); | ||||||
|  | IMGUI_API void  ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); | ||||||
|  | 
 | ||||||
|  | // Called by Init/NewFrame/Shutdown
 | ||||||
|  | IMGUI_API bool  ImGui_ImplOpenGL3_CreateFontsTexture(); | ||||||
|  | IMGUI_API void  ImGui_ImplOpenGL3_DestroyFontsTexture(); | ||||||
|  | IMGUI_API bool  ImGui_ImplOpenGL3_CreateDeviceObjects(); | ||||||
|  | IMGUI_API void  ImGui_ImplOpenGL3_DestroyDeviceObjects(); | ||||||
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