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				| // ImGui GLFW binding with OpenGL (legacy, fixed pipeline) | |
| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
| // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | |
|  | |
| // **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** | |
| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. | |
| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more | |
| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might | |
| // confuse your GPU driver.  | |
| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. | |
|  | |
| // 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 | |
|  | |
| #include <imgui.h> | |
| #include "imgui_impl_glfw_gl2.h" | |
|  | |
| // GLFW | |
| #include <GLFW/glfw3.h> | |
| #ifdef _WIN32 | |
| #undef APIENTRY | |
| #define GLFW_EXPOSE_NATIVE_WIN32 | |
| #define GLFW_EXPOSE_NATIVE_WGL | |
| #include <GLFW/glfw3native.h> | |
| #endif | |
|  | |
| // Data | |
| static GLFWwindow*  g_Window = NULL; | |
| static double       g_Time = 0.0f; | |
| static bool         g_MouseJustPressed[3] = { false, false, false }; | |
| static GLuint       g_FontTexture = 0; | |
| 
 | |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | |
| void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) | |
| // 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.  | |
| // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | |
| { | |
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); | |
|     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); | |
|     if (fb_width == 0 || fb_height == 0) | |
|         return; | |
|     draw_data->ScaleClipRects(io.DisplayFramebufferScale); | |
| 
 | |
|     // We are using the OpenGL fixed pipeline to make the example code simpler to read! | |
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. | |
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | |
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | |
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);  | |
|     glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); | |
|     glEnable(GL_BLEND); | |
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
|     glDisable(GL_CULL_FACE); | |
|     glDisable(GL_DEPTH_TEST); | |
|     glEnable(GL_SCISSOR_TEST); | |
|     glEnableClientState(GL_VERTEX_ARRAY); | |
|     glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
|     glEnableClientState(GL_COLOR_ARRAY); | |
|     glEnable(GL_TEXTURE_2D); | |
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
|     //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound | |
|  | |
|     // Setup viewport, orthographic projection matrix | |
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | |
|     glMatrixMode(GL_PROJECTION); | |
|     glPushMatrix(); | |
|     glLoadIdentity(); | |
|     glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); | |
|     glMatrixMode(GL_MODELVIEW); | |
|     glPushMatrix(); | |
|     glLoadIdentity(); | |
| 
 | |
|     // Render command lists | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | |
|         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | |
|         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); | |
|         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); | |
|         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); | |
| 
 | |
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |
|         { | |
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | |
|             if (pcmd->UserCallback) | |
|             { | |
|                 pcmd->UserCallback(cmd_list, pcmd); | |
|             } | |
|             else | |
|             { | |
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | |
|                 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)); | |
|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); | |
|             } | |
|             idx_buffer += pcmd->ElemCount; | |
|         } | |
|     } | |
| 
 | |
|     // Restore modified state | |
|     glDisableClientState(GL_COLOR_ARRAY); | |
|     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
|     glDisableClientState(GL_VERTEX_ARRAY); | |
|     glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); | |
|     glMatrixMode(GL_MODELVIEW); | |
|     glPopMatrix(); | |
|     glMatrixMode(GL_PROJECTION); | |
|     glPopMatrix(); | |
|     glPopAttrib(); | |
|     glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); | |
|     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | |
|     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); | |
| } | |
| 
 | |
| static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data) | |
| { | |
|     return glfwGetClipboardString((GLFWwindow*)user_data); | |
| } | |
| 
 | |
| static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text) | |
| { | |
|     glfwSetClipboardString((GLFWwindow*)user_data, text); | |
| } | |
| 
 | |
| void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) | |
| { | |
|     if (action == GLFW_PRESS && button >= 0 && button < 3) | |
|         g_MouseJustPressed[button] = true; | |
| } | |
| 
 | |
| void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.MouseWheelH += (float)xoffset; | |
|     io.MouseWheel += (float)yoffset; | |
| } | |
| 
 | |
| void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (action == GLFW_PRESS) | |
|         io.KeysDown[key] = true; | |
|     if (action == GLFW_RELEASE) | |
|         io.KeysDown[key] = false; | |
| 
 | |
|     (void)mods; // Modifiers are not reliable across systems | |
|     io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; | |
|     io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; | |
|     io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; | |
|     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; | |
| } | |
| 
 | |
| void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (c > 0 && c < 0x10000) | |
|         io.AddInputCharacter((unsigned short)c); | |
| } | |
| 
 | |
| bool ImGui_ImplGlfwGL2_CreateDeviceObjects() | |
| { | |
|     // Build texture atlas | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     unsigned char* pixels; | |
|     int width, height; | |
|     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. | |
|  | |
|     // Upload texture to graphics system | |
|     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); | |
|     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_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.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. | |
|     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(); | |
|     ImGui::Shutdown(); | |
| } | |
| 
 | |
| 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(); | |
| }
 | |
| 
 |