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221 lines
10 KiB
221 lines
10 KiB
// ImGui GLFW binding with OpenGL3 + shaders |
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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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// (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.) |
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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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// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. |
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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_ImplGlfwGL3_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: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. |
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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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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) |
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// 2017-09-01: OpenGL: Save and restore current bound sampler. 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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// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. |
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. |
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. |
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// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. |
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#include "imgui.h" |
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#include "imgui_impl_glfw.h" |
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// GL3W/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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#include <GLFW/glfw3native.h> // for glfwGetWin32Window |
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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 const char* ImGui_ImplGlfwGL3_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_ImplGlfwGL3_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_ImplGlfw_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_ImplGlfw_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_ImplGlfw_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_ImplGlfw_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_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) |
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{ |
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g_Window = window; |
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ImGuiIO& io = ImGui::GetIO(); |
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. |
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; |
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io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; |
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; |
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; |
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
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io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; |
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io.ClipboardUserData = g_Window; |
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#ifdef _WIN32 |
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io.ImeWindowHandle = glfwGetWin32Window(g_Window); |
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#endif |
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if (install_callbacks) |
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{ |
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glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); |
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glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); |
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glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); |
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); |
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} |
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return true; |
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} |
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void ImGui_ImplGlfw_Shutdown() |
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{ |
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} |
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void ImGui_ImplGlfw_NewFrame() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() |
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// Setup display size |
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int w, h; |
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int display_w, display_h; |
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glfwGetWindowSize(g_Window, &w, &h); |
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glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
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io.DisplaySize = ImVec2((float)w, (float)h); |
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); |
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// Setup time step |
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double current_time = glfwGetTime(); |
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); |
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g_Time = current_time; |
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// Setup inputs |
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) |
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if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) |
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{ |
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if (io.WantMoveMouse) |
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{ |
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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) |
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} |
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else |
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{ |
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double mouse_x, mouse_y; |
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glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); |
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); |
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} |
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} |
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else |
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{ |
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io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); |
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} |
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for (int i = 0; i < 3; i++) |
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{ |
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// 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. |
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io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; |
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g_MouseJustPressed[i] = false; |
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} |
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// Hide OS mouse cursor if ImGui is drawing it |
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); |
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// Gamepad navigation mapping [BETA] |
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memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
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if (io.NavFlags & ImGuiNavFlags_EnableGamepad) |
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{ |
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// Update gamepad inputs |
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } |
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#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; } |
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int axes_count = 0, buttons_count = 0; |
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); |
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const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); |
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MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A |
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MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B |
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MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X |
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MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y |
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MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left |
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MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right |
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MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up |
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MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down |
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB |
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB |
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MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); |
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MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); |
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MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); |
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MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); |
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#undef MAP_BUTTON |
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#undef MAP_ANALOG |
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} |
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// 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. |
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ImGui::NewFrame(); |
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}
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