commit
f96de74e05
9 changed files with 535 additions and 8 deletions
@ -1,3 +1,3 @@ |
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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mkdir Debug |
mkdir Debug |
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cl /nologo /Zi /MD /I ..\.. -I ..\libs\glfw\include -I ..\libs\gl3w *.cpp ..\..\*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/opengl_example3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib |
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/opengl_example3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib |
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@ -1,3 +1,3 @@ |
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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mkdir Debug |
mkdir Debug |
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cl /nologo /Zi /MD /I ..\.. -I ..\libs\glfw\include *.cpp ..\..\*.cpp /FeDebug/opengl_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib |
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include *.cpp ..\..\*.cpp /FeDebug/opengl_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib |
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@ -0,0 +1,22 @@ |
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# How to Build |
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- On Windows with Visual Studio's CLI |
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``` |
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set SDL2DIR=path_to_your_sdl2_folder |
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cl /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console |
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``` |
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- On Linux and similar Unixes |
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``` |
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c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -o sdl2example |
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``` |
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- On Mac OS X |
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``` |
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brew install sdl2 |
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c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -o sdl2example |
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``` |
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// ImGui SDL2 binding with OpenGL3
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// You can copy and use unmodified imgui_impl_* files in your project.
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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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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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#include "imgui.h" |
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#include "imgui_impl_sdl_gl3.h" |
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// SDL,GL3W
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#include <SDL.h> |
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#include <SDL_syswm.h> |
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#include <GL/gl3w.h> |
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// Data
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static SDL_Window* g_Window = NULL; |
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static double g_Time = 0.0f; |
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static bool g_MousePressed[3] = { false, false, false }; |
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static float g_MouseWheel = 0.0f; |
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static GLuint g_FontTexture = 0; |
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; |
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; |
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; |
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) |
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{ |
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// Backup GL state
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); |
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
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GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); |
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst); |
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); |
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); |
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND); |
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); |
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); |
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); |
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND); |
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glBlendEquation(GL_FUNC_ADD); |
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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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glActiveTexture(GL_TEXTURE0); |
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO(); |
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float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; |
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draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
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// Setup orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); |
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const float ortho_projection[4][4] = |
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{ |
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{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, |
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{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, |
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{ 0.0f, 0.0f, -1.0f, 0.0f }, |
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{-1.0f, 1.0f, 0.0f, 1.0f }, |
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}; |
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glUseProgram(g_ShaderHandle); |
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glUniform1i(g_AttribLocationTex, 0); |
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); |
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glBindVertexArray(g_VaoHandle); |
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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 ImDrawIdx* idx_buffer_offset = 0; |
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); |
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for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) |
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{ |
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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_offset); |
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} |
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idx_buffer_offset += pcmd->ElemCount; |
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} |
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} |
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// Restore modified GL state
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glUseProgram(last_program); |
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); |
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glBindVertexArray(last_vertex_array); |
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); |
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glBlendFunc(last_blend_src, last_blend_dst); |
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); |
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); |
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); |
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); |
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
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} |
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static const char* ImGui_ImplSdlGL3_GetClipboardText() |
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{ |
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return SDL_GetClipboardText(); |
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} |
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static void ImGui_ImplSdlGL3_SetClipboardText(const char* text) |
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{ |
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SDL_SetClipboardText(text); |
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} |
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bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (event->type) |
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{ |
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case SDL_MOUSEWHEEL: |
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{ |
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if (event->wheel.y > 0) |
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g_MouseWheel = 1; |
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if (event->wheel.y < 0) |
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g_MouseWheel = -1; |
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return true; |
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} |
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case SDL_MOUSEBUTTONDOWN: |
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{ |
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if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; |
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if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; |
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if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; |
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return true; |
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} |
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case SDL_TEXTINPUT: |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.AddInputCharactersUTF8(event->text.text); |
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return true; |
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} |
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case SDL_KEYDOWN: |
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case SDL_KEYUP: |
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{ |
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int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; |
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io.KeysDown[key] = (event->type == SDL_KEYDOWN); |
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); |
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); |
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); |
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return true; |
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} |
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} |
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return false; |
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} |
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void ImGui_ImplSdlGL3_CreateFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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// Build texture atlas
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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 for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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// Create OpenGL 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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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData(); |
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io.Fonts->ClearTexData(); |
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} |
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bool ImGui_ImplSdlGL3_CreateDeviceObjects() |
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{ |
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array; |
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
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const GLchar *vertex_shader = |
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"#version 330\n" |
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"uniform mat4 ProjMtx;\n" |
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"in vec2 Position;\n" |
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"in vec2 UV;\n" |
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"in vec4 Color;\n" |
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"out vec2 Frag_UV;\n" |
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"out vec4 Frag_Color;\n" |
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"void main()\n" |
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"{\n" |
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" Frag_UV = UV;\n" |
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" Frag_Color = Color;\n" |
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
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"}\n"; |
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const GLchar* fragment_shader = |
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"#version 330\n" |
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"uniform sampler2D Texture;\n" |
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"in vec2 Frag_UV;\n" |
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"in vec4 Frag_Color;\n" |
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"out vec4 Out_Color;\n" |
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"void main()\n" |
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"{\n" |
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" |
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"}\n"; |
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g_ShaderHandle = glCreateProgram(); |
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER); |
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(g_VertHandle, 1, &vertex_shader, 0); |
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glShaderSource(g_FragHandle, 1, &fragment_shader, 0); |
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glCompileShader(g_VertHandle); |
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glCompileShader(g_FragHandle); |
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glAttachShader(g_ShaderHandle, g_VertHandle); |
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glAttachShader(g_ShaderHandle, g_FragHandle); |
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glLinkProgram(g_ShaderHandle); |
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); |
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); |
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); |
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); |
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); |
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glGenBuffers(1, &g_VboHandle); |
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glGenBuffers(1, &g_ElementsHandle); |
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glGenVertexArrays(1, &g_VaoHandle); |
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glBindVertexArray(g_VaoHandle); |
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
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glEnableVertexAttribArray(g_AttribLocationPosition); |
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glEnableVertexAttribArray(g_AttribLocationUV); |
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glEnableVertexAttribArray(g_AttribLocationColor); |
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) |
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); |
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); |
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); |
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#undef OFFSETOF |
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ImGui_ImplSdlGL3_CreateFontsTexture(); |
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
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glBindVertexArray(last_vertex_array); |
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return true; |
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} |
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void ImGui_ImplSdlGL3_InvalidateDeviceObjects() |
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{ |
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); |
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); |
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); |
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g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; |
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glDetachShader(g_ShaderHandle, g_VertHandle); |
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glDeleteShader(g_VertHandle); |
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g_VertHandle = 0; |
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glDetachShader(g_ShaderHandle, g_FragHandle); |
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glDeleteShader(g_FragHandle); |
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g_FragHandle = 0; |
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glDeleteProgram(g_ShaderHandle); |
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g_ShaderHandle = 0; |
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if (g_FontTexture) |
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{ |
||||||
|
glDeleteTextures(1, &g_FontTexture); |
||||||
|
ImGui::GetIO().Fonts->TexID = 0; |
||||||
|
g_FontTexture = 0; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
bool ImGui_ImplSdlGL3_Init(SDL_Window *window) |
||||||
|
{ |
||||||
|
g_Window = window; |
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO(); |
||||||
|
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||||
|
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; |
||||||
|
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; |
||||||
|
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; |
||||||
|
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; |
||||||
|
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; |
||||||
|
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; |
||||||
|
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; |
||||||
|
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; |
||||||
|
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; |
||||||
|
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; |
||||||
|
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; |
||||||
|
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; |
||||||
|
io.KeyMap[ImGuiKey_A] = SDLK_a; |
||||||
|
io.KeyMap[ImGuiKey_C] = SDLK_c; |
||||||
|
io.KeyMap[ImGuiKey_V] = SDLK_v; |
||||||
|
io.KeyMap[ImGuiKey_X] = SDLK_x; |
||||||
|
io.KeyMap[ImGuiKey_Y] = SDLK_y; |
||||||
|
io.KeyMap[ImGuiKey_Z] = SDLK_z; |
||||||
|
|
||||||
|
io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||||
|
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; |
||||||
|
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; |
||||||
|
|
||||||
|
#ifdef _WIN32 |
||||||
|
SDL_SysWMinfo wmInfo; |
||||||
|
SDL_VERSION(&wmInfo.version); |
||||||
|
SDL_GetWindowWMInfo(window, &wmInfo); |
||||||
|
io.ImeWindowHandle = wmInfo.info.win.window; |
||||||
|
#endif |
||||||
|
|
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
void ImGui_ImplSdlGL3_Shutdown() |
||||||
|
{ |
||||||
|
ImGui_ImplSdlGL3_InvalidateDeviceObjects(); |
||||||
|
ImGui::Shutdown(); |
||||||
|
} |
||||||
|
|
||||||
|
void ImGui_ImplSdlGL3_NewFrame() |
||||||
|
{ |
||||||
|
if (!g_FontTexture) |
||||||
|
ImGui_ImplSdlGL3_CreateDeviceObjects(); |
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO(); |
||||||
|
|
||||||
|
// Setup display size (every frame to accommodate for window resizing)
|
||||||
|
int w, h; |
||||||
|
SDL_GetWindowSize(g_Window, &w, &h); |
||||||
|
io.DisplaySize = ImVec2((float)w, (float)h); |
||||||
|
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); |
||||||
|
|
||||||
|
// Setup time step
|
||||||
|
Uint32 time = SDL_GetTicks(); |
||||||
|
double current_time = time / 1000.0; |
||||||
|
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())
|
||||||
|
int mx, my; |
||||||
|
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); |
||||||
|
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS) |
||||||
|
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
|
else |
||||||
|
io.MousePos = ImVec2(-1, -1); |
||||||
|
|
||||||
|
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // 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[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
||||||
|
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
||||||
|
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; |
||||||
|
|
||||||
|
io.MouseWheel = g_MouseWheel; |
||||||
|
g_MouseWheel = 0.0f; |
||||||
|
|
||||||
|
// Hide OS mouse cursor if ImGui is drawing it
|
||||||
|
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); |
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame(); |
||||||
|
} |
@ -0,0 +1,17 @@ |
|||||||
|
// ImGui SDL2 binding with OpenGL3
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project.
|
||||||
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||||
|
// See main.cpp for an example of using this.
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
|
struct SDL_Window; |
||||||
|
typedef union SDL_Event SDL_Event; |
||||||
|
|
||||||
|
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window); |
||||||
|
IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); |
||||||
|
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(); |
||||||
|
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); |
||||||
|
|
||||||
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
|
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects(); |
||||||
|
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects(); |
@ -0,0 +1,109 @@ |
|||||||
|
// ImGui - standalone example application for SDL2 + OpenGL
|
||||||
|
|
||||||
|
#include <imgui.h> |
||||||
|
#include "imgui_impl_sdl_gl3.h" |
||||||
|
#include <stdio.h> |
||||||
|
#include <GL/gl3w.h> |
||||||
|
#include <SDL.h> |
||||||
|
|
||||||
|
int main(int, char**) |
||||||
|
{ |
||||||
|
// Setup SDL
|
||||||
|
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) |
||||||
|
{ |
||||||
|
printf("Error: %s\n", SDL_GetError()); |
||||||
|
return -1; |
||||||
|
} |
||||||
|
|
||||||
|
// Setup window
|
||||||
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
||||||
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
||||||
|
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
||||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
||||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
||||||
|
SDL_DisplayMode current; |
||||||
|
SDL_GetCurrentDisplayMode(0, ¤t); |
||||||
|
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); |
||||||
|
SDL_GLContext glcontext = SDL_GL_CreateContext(window); |
||||||
|
gl3wInit(); |
||||||
|
|
||||||
|
// Setup ImGui binding
|
||||||
|
ImGui_ImplSdlGL3_Init(window); |
||||||
|
|
||||||
|
// Load Fonts
|
||||||
|
// (see extra_fonts/README.txt for more details)
|
||||||
|
//ImGuiIO& io = ImGui::GetIO();
|
||||||
|
//io.Fonts->AddFontDefault();
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
|
|
||||||
|
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
|
||||||
|
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
|
||||||
|
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
|
||||||
|
|
||||||
|
bool show_test_window = true; |
||||||
|
bool show_another_window = false; |
||||||
|
ImVec4 clear_color = ImColor(114, 144, 154); |
||||||
|
|
||||||
|
// Main loop
|
||||||
|
bool done = false; |
||||||
|
while (!done) |
||||||
|
{ |
||||||
|
SDL_Event event; |
||||||
|
while (SDL_PollEvent(&event)) |
||||||
|
{ |
||||||
|
ImGui_ImplSdlGL3_ProcessEvent(&event); |
||||||
|
if (event.type == SDL_QUIT) |
||||||
|
done = true; |
||||||
|
} |
||||||
|
ImGui_ImplSdlGL3_NewFrame(); |
||||||
|
|
||||||
|
// 1. Show a simple window
|
||||||
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
|
{ |
||||||
|
static float f = 0.0f; |
||||||
|
ImGui::Text("Hello, world!"); |
||||||
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
||||||
|
ImGui::ColorEdit3("clear color", (float*)&clear_color); |
||||||
|
if (ImGui::Button("Test Window")) show_test_window ^= 1; |
||||||
|
if (ImGui::Button("Another Window")) show_another_window ^= 1; |
||||||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
||||||
|
} |
||||||
|
|
||||||
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||||
|
if (show_another_window) |
||||||
|
{ |
||||||
|
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); |
||||||
|
ImGui::Begin("Another Window", &show_another_window); |
||||||
|
ImGui::Text("Hello"); |
||||||
|
ImGui::End(); |
||||||
|
} |
||||||
|
|
||||||
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||||
|
if (show_test_window) |
||||||
|
{ |
||||||
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); |
||||||
|
ImGui::ShowTestWindow(&show_test_window); |
||||||
|
} |
||||||
|
|
||||||
|
// Rendering
|
||||||
|
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); |
||||||
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
||||||
|
glClear(GL_COLOR_BUFFER_BIT); |
||||||
|
ImGui::Render(); |
||||||
|
SDL_GL_SwapWindow(window); |
||||||
|
} |
||||||
|
|
||||||
|
// Cleanup
|
||||||
|
ImGui_ImplSdlGL3_Shutdown(); |
||||||
|
SDL_GL_DeleteContext(glcontext);
|
||||||
|
SDL_DestroyWindow(window); |
||||||
|
SDL_Quit(); |
||||||
|
|
||||||
|
return 0; |
||||||
|
} |
Loading…
Reference in New Issue