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							403 lines
						
					
					
						
							17 KiB
						
					
					
				// ImGui GLFW binding with OpenGL3 + shaders | 
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | 
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 | 
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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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 | 
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#include <imgui.h> | 
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#include "imgui_impl_glfw_gl3.h" | 
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 | 
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// GL3W/GLFW | 
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#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. | 
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#include <GLFW/glfw3.h> | 
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#ifdef _WIN32 | 
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#undef APIENTRY | 
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#define GLFW_EXPOSE_NATIVE_WIN32 | 
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#define GLFW_EXPOSE_NATIVE_WGL | 
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#include <GLFW/glfw3native.h> | 
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#endif | 
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 | 
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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_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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 | 
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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_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) | 
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{ | 
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    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); | 
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    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); | 
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    if (fb_width == 0 || fb_height == 0) | 
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        return; | 
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    draw_data->ScaleClipRects(io.DisplayFramebufferScale); | 
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 | 
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    // Backup GL state | 
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    GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); | 
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    glActiveTexture(GL_TEXTURE0); | 
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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_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb); | 
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    GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb); | 
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    GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha); | 
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    GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha); | 
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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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    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); | 
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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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 | 
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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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 | 
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    // Setup viewport, orthographic projection matrix | 
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    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | 
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    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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 | 
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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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 | 
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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), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); | 
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 | 
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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), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); | 
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 | 
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | 
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        { | 
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | 
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            if (pcmd->UserCallback) | 
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            { | 
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                pcmd->UserCallback(cmd_list, pcmd); | 
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            } | 
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            else | 
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            { | 
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                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | 
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                glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); | 
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                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_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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 | 
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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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    glActiveTexture(last_active_texture); | 
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    glBindVertexArray(last_vertex_array); | 
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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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    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | 
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    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); | 
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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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    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); | 
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} | 
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 | 
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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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 | 
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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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 | 
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void ImGui_ImplGlfwGL3_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_MousePressed[button] = true; | 
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} | 
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 | 
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void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) | 
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{ | 
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    g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. | 
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} | 
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 | 
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void ImGui_ImplGlfwGL3_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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 | 
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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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 | 
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void ImGui_ImplGlfwGL3_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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 | 
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bool ImGui_ImplGlfwGL3_CreateFontsTexture() | 
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{ | 
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    // Build texture atlas | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    unsigned char* pixels; | 
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    int width, height; | 
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    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. | 
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 | 
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    // Upload texture to graphics system | 
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    GLint last_texture; | 
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    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | 
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    glGenTextures(1, &g_FontTexture); | 
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    glBindTexture(GL_TEXTURE_2D, g_FontTexture); | 
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | 
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 | 
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    // Store our identifier | 
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    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | 
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 | 
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    // Restore state | 
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    glBindTexture(GL_TEXTURE_2D, last_texture); | 
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 | 
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    return true; | 
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} | 
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 | 
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bool ImGui_ImplGlfwGL3_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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 | 
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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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 | 
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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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 | 
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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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 | 
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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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 | 
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    glGenBuffers(1, &g_VboHandle); | 
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    glGenBuffers(1, &g_ElementsHandle); | 
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 | 
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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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 | 
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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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 | 
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    ImGui_ImplGlfwGL3_CreateFontsTexture(); | 
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 | 
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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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 | 
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    return true; | 
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} | 
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 | 
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void    ImGui_ImplGlfwGL3_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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 | 
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    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); | 
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    if (g_VertHandle) glDeleteShader(g_VertHandle); | 
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    g_VertHandle = 0; | 
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 | 
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    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); | 
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    if (g_FragHandle) glDeleteShader(g_FragHandle); | 
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    g_FragHandle = 0; | 
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 | 
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    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); | 
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    g_ShaderHandle = 0; | 
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 | 
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    if (g_FontTexture) | 
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    { | 
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        glDeleteTextures(1, &g_FontTexture); | 
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        ImGui::GetIO().Fonts->TexID = 0; | 
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        g_FontTexture = 0; | 
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    } | 
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} | 
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 | 
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bool    ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) | 
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{ | 
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    g_Window = window; | 
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 | 
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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_Delete] = GLFW_KEY_DELETE; | 
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    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; | 
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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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 | 
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    io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;       // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. | 
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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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 | 
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    if (install_callbacks) | 
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    { | 
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        glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback); | 
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        glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback); | 
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        glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback); | 
						|
        glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback); | 
						|
    } | 
						|
 | 
						|
    return true; | 
						|
} | 
						|
 | 
						|
void ImGui_ImplGlfwGL3_Shutdown() | 
						|
{ | 
						|
    ImGui_ImplGlfwGL3_InvalidateDeviceObjects(); | 
						|
    ImGui::Shutdown(); | 
						|
} | 
						|
 | 
						|
void ImGui_ImplGlfwGL3_NewFrame() | 
						|
{ | 
						|
    if (!g_FontTexture) | 
						|
        ImGui_ImplGlfwGL3_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)) | 
						|
    { | 
						|
        double mouse_x, mouse_y; | 
						|
        glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); | 
						|
        io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) | 
						|
    } | 
						|
    else | 
						|
    { | 
						|
        io.MousePos = ImVec2(-1,-1); | 
						|
    } | 
						|
 | 
						|
    for (int i = 0; i < 3; i++) | 
						|
    { | 
						|
        io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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. | 
						|
        g_MousePressed[i] = false; | 
						|
    } | 
						|
 | 
						|
    io.MouseWheel = g_MouseWheel; | 
						|
    g_MouseWheel = 0.0f; | 
						|
 | 
						|
    // 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 | 
						|
    ImGui::NewFrame(); | 
						|
}
 | 
						|
 |