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							413 lines
						
					
					
						
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				| // ImGui SDL2 binding with OpenGL3 | |
| // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | |
| // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) | |
|  | |
| // 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_sdl_gl3.h" | |
|  | |
| // SDL,GL3W | |
| #include <SDL.h> | |
| #include <SDL_syswm.h> | |
| #include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. | |
|  | |
| // Data | |
| static double       g_Time = 0.0f; | |
| static bool         g_MousePressed[3] = { false, false, false }; | |
| static GLuint       g_FontTexture = 0; | |
| static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; | |
| static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; | |
| static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; | |
| static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | |
| 
 | |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | |
| // 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) | |
| void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | |
| { | |
|     // 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); | |
| 
 | |
|     // Backup GL state | |
|     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); | |
|     glActiveTexture(GL_TEXTURE0); | |
|     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | |
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
|     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); | |
|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | |
|     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); | |
|     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | |
|     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); | |
|     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); | |
|     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); | |
|     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); | |
|     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); | |
|     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); | |
|     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); | |
|     GLboolean last_enable_blend = glIsEnabled(GL_BLEND); | |
|     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); | |
|     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); | |
|     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); | |
| 
 | |
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill | |
|     glEnable(GL_BLEND); | |
|     glBlendEquation(GL_FUNC_ADD); | |
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
|     glDisable(GL_CULL_FACE); | |
|     glDisable(GL_DEPTH_TEST); | |
|     glEnable(GL_SCISSOR_TEST); | |
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
| 
 | |
|     // Setup viewport, orthographic projection matrix | |
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | |
|     const float ortho_projection[4][4] = | |
|     { | |
|         { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f }, | |
|         { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, | |
|         { 0.0f,                  0.0f,                  -1.0f, 0.0f }, | |
|         {-1.0f,                  1.0f,                   0.0f, 1.0f }, | |
|     }; | |
|     glUseProgram(g_ShaderHandle); | |
|     glUniform1i(g_AttribLocationTex, 0); | |
|     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | |
|     glBindVertexArray(g_VaoHandle); | |
|     glBindSampler(0, 0); // Rely on combined texture/sampler state. | |
|  | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         const ImDrawIdx* idx_buffer_offset = 0; | |
| 
 | |
|         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | |
|         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); | |
| 
 | |
|         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); | |
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); | |
| 
 | |
|         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_offset); | |
|             } | |
|             idx_buffer_offset += pcmd->ElemCount; | |
|         } | |
|     } | |
| 
 | |
|     // Restore modified GL state | |
|     glUseProgram(last_program); | |
|     glBindTexture(GL_TEXTURE_2D, last_texture); | |
|     glBindSampler(0, last_sampler); | |
|     glActiveTexture(last_active_texture); | |
|     glBindVertexArray(last_vertex_array); | |
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); | |
|     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | |
|     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); | |
|     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); | |
|     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); | |
|     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); | |
|     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); | |
|     glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); | |
|     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_ImplSdlGL3_GetClipboardText(void*) | |
| { | |
|     return SDL_GetClipboardText(); | |
| } | |
| 
 | |
| static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text) | |
| { | |
|     SDL_SetClipboardText(text); | |
| } | |
| 
 | |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
| bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     switch (event->type) | |
|     { | |
|     case SDL_MOUSEWHEEL: | |
|         { | |
|             if (event->wheel.x > 0) io.MouseWheelH += 1; | |
|             if (event->wheel.x < 0) io.MouseWheelH -= 1; | |
|             if (event->wheel.y > 0) io.MouseWheel += 1; | |
|             if (event->wheel.y < 0) io.MouseWheel -= 1; | |
|             return true; | |
|         } | |
|     case SDL_MOUSEBUTTONDOWN: | |
|         { | |
|             if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; | |
|             if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; | |
|             if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; | |
|             return true; | |
|         } | |
|     case SDL_TEXTINPUT: | |
|         { | |
|             io.AddInputCharactersUTF8(event->text.text); | |
|             return true; | |
|         } | |
|     case SDL_KEYDOWN: | |
|     case SDL_KEYUP: | |
|         { | |
|             int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; | |
|             io.KeysDown[key] = (event->type == SDL_KEYDOWN); | |
|             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); | |
|             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); | |
|             io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); | |
|             io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); | |
|             return true; | |
|         } | |
|     } | |
|     return false; | |
| } | |
| 
 | |
| void ImGui_ImplSdlGL3_CreateFontsTexture() | |
| { | |
|     // Build texture atlas | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     unsigned char* pixels; | |
|     int width, height; | |
|     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. | |
|  | |
|     // 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); | |
|     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); | |
| } | |
| 
 | |
| bool ImGui_ImplSdlGL3_CreateDeviceObjects() | |
| { | |
|     // Backup GL state | |
|     GLint last_texture, last_array_buffer, last_vertex_array; | |
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
|     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | |
|     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | |
| 
 | |
|     const GLchar *vertex_shader = | |
|         "#version 150\n" | |
|         "uniform mat4 ProjMtx;\n" | |
|         "in vec2 Position;\n" | |
|         "in vec2 UV;\n" | |
|         "in vec4 Color;\n" | |
|         "out vec2 Frag_UV;\n" | |
|         "out vec4 Frag_Color;\n" | |
|         "void main()\n" | |
|         "{\n" | |
|         "	Frag_UV = UV;\n" | |
|         "	Frag_Color = Color;\n" | |
|         "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" | |
|         "}\n"; | |
| 
 | |
|     const GLchar* fragment_shader = | |
|         "#version 150\n" | |
|         "uniform sampler2D Texture;\n" | |
|         "in vec2 Frag_UV;\n" | |
|         "in vec4 Frag_Color;\n" | |
|         "out vec4 Out_Color;\n" | |
|         "void main()\n" | |
|         "{\n" | |
|         "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" | |
|         "}\n"; | |
| 
 | |
|     g_ShaderHandle = glCreateProgram(); | |
|     g_VertHandle = glCreateShader(GL_VERTEX_SHADER); | |
|     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); | |
|     glShaderSource(g_VertHandle, 1, &vertex_shader, 0); | |
|     glShaderSource(g_FragHandle, 1, &fragment_shader, 0); | |
|     glCompileShader(g_VertHandle); | |
|     glCompileShader(g_FragHandle); | |
|     glAttachShader(g_ShaderHandle, g_VertHandle); | |
|     glAttachShader(g_ShaderHandle, g_FragHandle); | |
|     glLinkProgram(g_ShaderHandle); | |
| 
 | |
|     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); | |
|     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); | |
|     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); | |
|     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); | |
|     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); | |
| 
 | |
|     glGenBuffers(1, &g_VboHandle); | |
|     glGenBuffers(1, &g_ElementsHandle); | |
| 
 | |
|     glGenVertexArrays(1, &g_VaoHandle); | |
|     glBindVertexArray(g_VaoHandle); | |
|     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | |
|     glEnableVertexAttribArray(g_AttribLocationPosition); | |
|     glEnableVertexAttribArray(g_AttribLocationUV); | |
|     glEnableVertexAttribArray(g_AttribLocationColor); | |
| 
 | |
|     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); | |
|     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); | |
|     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); | |
| 
 | |
|     ImGui_ImplSdlGL3_CreateFontsTexture(); | |
| 
 | |
|     // Restore modified GL state | |
|     glBindTexture(GL_TEXTURE_2D, last_texture); | |
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | |
|     glBindVertexArray(last_vertex_array); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void    ImGui_ImplSdlGL3_InvalidateDeviceObjects() | |
| { | |
|     if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); | |
|     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); | |
|     if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); | |
|     g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; | |
| 
 | |
|     if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); | |
|     if (g_VertHandle) glDeleteShader(g_VertHandle); | |
|     g_VertHandle = 0; | |
| 
 | |
|     if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); | |
|     if (g_FragHandle) glDeleteShader(g_FragHandle); | |
|     g_FragHandle = 0; | |
| 
 | |
|     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); | |
|     g_ShaderHandle = 0; | |
| 
 | |
|     if (g_FontTexture) | |
|     { | |
|         glDeleteTextures(1, &g_FontTexture); | |
|         ImGui::GetIO().Fonts->TexID = 0; | |
|         g_FontTexture = 0; | |
|     } | |
| } | |
| 
 | |
| bool    ImGui_ImplSdlGL3_Init(SDL_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_Insert] = SDL_SCANCODE_INSERT; | |
|     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; | |
|     io.ClipboardUserData = NULL; | |
| 
 | |
| #ifdef _WIN32 | |
|     SDL_SysWMinfo wmInfo; | |
|     SDL_VERSION(&wmInfo.version); | |
|     SDL_GetWindowWMInfo(window, &wmInfo); | |
|     io.ImeWindowHandle = wmInfo.info.win.window; | |
| #else | |
|     (void)window; | |
| #endif | |
|  | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplSdlGL3_Shutdown() | |
| { | |
|     ImGui_ImplSdlGL3_InvalidateDeviceObjects(); | |
|     ImGui::Shutdown(); | |
| } | |
| 
 | |
| void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) | |
| { | |
|     if (!g_FontTexture) | |
|         ImGui_ImplSdlGL3_CreateDeviceObjects(); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
| 
 | |
|     // Setup display size (every frame to accommodate for window resizing) | |
|     int w, h; | |
|     int display_w, display_h; | |
|     SDL_GetWindowSize(window, &w, &h); | |
|     SDL_GL_GetDrawableSize(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 | |
|     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 mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) | |
|     int mx, my; | |
|     Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); | |
|     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); | |
|     io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & 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] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; | |
|     io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; | |
|     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; | |
| 
 | |
|     // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) | |
| #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)    | |
|     if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) | |
|         io.MousePos = ImVec2((float)mx, (float)my); | |
|     bool any_mouse_button_down = false; | |
|     for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) | |
|         any_mouse_button_down |= io.MouseDown[n]; | |
|     if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) | |
|         SDL_CaptureMouse(SDL_TRUE); | |
|     if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) | |
|         SDL_CaptureMouse(SDL_FALSE); | |
| #else | |
|     if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) | |
|         io.MousePos = ImVec2((float)mx, (float)my); | |
| #endif | |
|  | |
|     // Hide OS mouse cursor if ImGui is drawing it | |
|     SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); | |
| 
 | |
|     // 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(); | |
| }
 | |
| 
 |