Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the opengl3_example/ folder**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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#include "imgui.h" |
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#include "imgui_impl_opengl2.h" |
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// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
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#if defined(_WIN32) && !defined(APIENTRY) |
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#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
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#endif |
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#if defined(_WIN32) && !defined(WINGDIAPI) |
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#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
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#endif |
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#if defined(__APPLE__) |
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#include <OpenGL/gl.h> |
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#else |
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#include <GL/GL.h> |
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#endif |
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// Data
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static GLuint g_FontTexture = 0; |
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// Functions
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bool ImGui_ImplOpenGL2_Init() |
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{ |
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return true; |
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} |
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void ImGui_ImplOpenGL2_Shutdown() |
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{ |
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ImGui_ImplOpenGL2_DestroyDeviceObjects(); |
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} |
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void ImGui_ImplOpenGL2_NewFrame() |
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{ |
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if (!g_FontTexture) |
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ImGui_ImplOpenGL2_CreateDeviceObjects(); |
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} |
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO(); |
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); |
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glEnable(GL_SCISSOR_TEST); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); |
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} |
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idx_buffer += pcmd->ElemCount; |
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} |
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} |
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
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glMatrixMode(GL_MODELVIEW); |
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glPopMatrix(); |
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glMatrixMode(GL_PROJECTION); |
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glPopMatrix(); |
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glPopAttrib(); |
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glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); |
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
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} |
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bool ImGui_ImplOpenGL2_CreateFontsTexture() |
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{ |
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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GLint last_texture; |
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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glGenTextures(1, &g_FontTexture); |
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glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; |
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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return true; |
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} |
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void ImGui_ImplOpenGL2_DestroyFontsTexture() |
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{ |
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if (g_FontTexture) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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glDeleteTextures(1, &g_FontTexture); |
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io.Fonts->TexID = 0; |
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g_FontTexture = 0; |
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} |
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} |
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bool ImGui_ImplOpenGL2_CreateDeviceObjects() |
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{ |
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return ImGui_ImplOpenGL2_CreateFontsTexture(); |
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} |
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void ImGui_ImplOpenGL2_DestroyDeviceObjects() |
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{ |
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ImGui_ImplOpenGL2_DestroyFontsTexture(); |
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} |
@ -0,0 +1,11 @@ |
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IMGUI_API bool ImGui_ImplOpenGL2_Init(); |
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IMGUI_API void ImGui_ImplOpenGL2_Shutdown(); |
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IMGUI_API void ImGui_ImplOpenGL2_NewFrame(); |
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IMGUI_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); |
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// Called by Init/NewFrame/Shutdown
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IMGUI_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); |
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IMGUI_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); |
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IMGUI_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); |
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IMGUI_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); |
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// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the opengl3_example/ folder**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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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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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
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// 2017-09-01: OpenGL: Save and restore current polygon mode.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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#include "imgui.h" |
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#include "imgui_impl_glfw_gl2.h" |
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// GLFW
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#include <GLFW/glfw3.h> |
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#ifdef _WIN32 |
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#undef APIENTRY |
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#define GLFW_EXPOSE_NATIVE_WIN32 |
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#define GLFW_EXPOSE_NATIVE_WGL |
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#include <GLFW/glfw3native.h> |
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#endif |
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// Data
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static GLFWwindow* g_Window = NULL; |
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static double g_Time = 0.0f; |
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static bool g_MouseJustPressed[3] = { false, false, false }; |
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static GLuint g_FontTexture = 0; |
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO(); |
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); |
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glEnable(GL_SCISSOR_TEST); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); |
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} |
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idx_buffer += pcmd->ElemCount; |
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} |
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} |
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
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glMatrixMode(GL_MODELVIEW); |
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glPopMatrix(); |
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glMatrixMode(GL_PROJECTION); |
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glPopMatrix(); |
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glPopAttrib(); |
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glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); |
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
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} |
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static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) |
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{ |
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return glfwGetClipboardString((GLFWwindow*)user_data); |
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} |
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static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) |
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{ |
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glfwSetClipboardString((GLFWwindow*)user_data, text); |
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} |
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void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) |
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{ |
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if (action == GLFW_PRESS && button >= 0 && button < 3) |
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g_MouseJustPressed[button] = true; |
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} |
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void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.MouseWheelH += (float)xoffset; |
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io.MouseWheel += (float)yoffset; |
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} |
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void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (action == GLFW_PRESS) |
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io.KeysDown[key] = true; |
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if (action == GLFW_RELEASE) |
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io.KeysDown[key] = false; |
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(void)mods; // Modifiers are not reliable across systems
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; |
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; |
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; |
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; |
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} |
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void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (c > 0 && c < 0x10000) |
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io.AddInputCharacter((unsigned short)c); |
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} |
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bool ImGui_ImplGlfwGL2_CreateDeviceObjects() |
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{ |
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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GLint last_texture; |
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
||||
glGenTextures(1, &g_FontTexture); |
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; |
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() |
||||
{ |
||||
if (g_FontTexture) |
||||
{ |
||||
glDeleteTextures(1, &g_FontTexture); |
||||
ImGui::GetIO().Fonts->TexID = 0; |
||||
g_FontTexture = 0; |
||||
} |
||||
} |
||||
|
||||
bool ImGui_ImplGlfwGL2_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_ImplGlfwGL2_SetClipboardText; |
||||
io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; |
||||
io.ClipboardUserData = g_Window; |
||||
#ifdef _WIN32 |
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window); |
||||
#endif |
||||
|
||||
if (install_callbacks) |
||||
{ |
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); |
||||
glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); |
||||
glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); |
||||
glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void ImGui_ImplGlfwGL2_Shutdown() |
||||
{ |
||||
ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); |
||||
} |
||||
|
||||
void ImGui_ImplGlfwGL2_NewFrame() |
||||
{ |
||||
if (!g_FontTexture) |
||||
ImGui_ImplGlfwGL2_CreateDeviceObjects(); |
||||
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
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); |
||||
|
||||
// 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(); |
||||
} |
@ -1,32 +0,0 @@ |
||||
// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the opengl3_example/ folder**
|
||||
// See imgui_impl_glfw.cpp for details.
|
||||
|
||||
// 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
|
||||
|
||||
struct GLFWwindow; |
||||
|
||||
IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); |
||||
IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); |
||||
IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); |
||||
IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); |
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); |
||||
IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); |
||||
|
||||
// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
|
||||
// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
|
||||
IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); |
||||
IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); |
||||
IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); |
||||
IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); |
Loading…
Reference in New Issue