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306 lines
13 KiB
306 lines
13 KiB
// ImGui GLFW binding with OpenGL (legacy, fixed pipeline) |
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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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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
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// **Prefer using the code in the opengl3_example/ folder** |
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. |
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more |
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might |
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// confuse your GPU driver. |
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. |
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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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#include <imgui.h> |
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#include "imgui_impl_glfw_gl2.h" |
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// 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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#define GLFW_EXPOSE_NATIVE_WGL |
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#include <GLFW/glfw3native.h> |
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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 float g_MouseWheel = 0.0f; |
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static GLuint g_FontTexture = 0; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
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void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) |
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// 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. |
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// 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) |
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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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// We are using the OpenGL fixed pipeline to make the example code simpler to read! |
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. |
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
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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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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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glEnable(GL_BLEND); |
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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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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound |
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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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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f); |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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// Render command lists |
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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 ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); |
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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); |
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} |
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idx_buffer += pcmd->ElemCount; |
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} |
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} |
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// Restore modified state |
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glDisableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
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glMatrixMode(GL_MODELVIEW); |
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glPopMatrix(); |
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glMatrixMode(GL_PROJECTION); |
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glPopMatrix(); |
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glPopAttrib(); |
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glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); |
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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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static const char* ImGui_ImplGlfwGL2_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_ImplGlfwGL2_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_ImplGlfwGL2_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_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) |
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{ |
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g_MouseWheel += (float)yoffset; // Use fractional mouse wheel. |
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} |
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void ImGui_ImplGlfwGL2_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_ImplGlfwGL2_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_ImplGlfwGL2_CreateDeviceObjects() |
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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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// 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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// Store our identifier |
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; |
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// Restore state |
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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return true; |
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} |
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void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() |
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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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bool ImGui_ImplGlfwGL2_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_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.RenderDrawListsFn = ImGui_ImplGlfwGL2_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_ImplGlfwGL2_SetClipboardText; |
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io.GetClipboardTextFn = ImGui_ImplGlfwGL2_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_ImplGlfwGL2_MouseButtonCallback); |
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glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); |
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glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); |
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glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); |
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} |
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return true; |
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} |
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void ImGui_ImplGlfwGL2_Shutdown() |
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{ |
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ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); |
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ImGui::Shutdown(); |
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} |
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void ImGui_ImplGlfwGL2_NewFrame() |
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{ |
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if (!g_FontTexture) |
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ImGui_ImplGlfwGL2_CreateDeviceObjects(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup display size (every frame to accommodate for window resizing) |
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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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io.MouseWheel = g_MouseWheel; |
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g_MouseWheel = 0.0f; |
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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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// 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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