Browse Source

Examples: Refactored opengl_example into a glfw specific file that can be copied and pasted.

Other examples will follow.
ocornut 10 years ago
parent
commit
545a57d253

+ 1 - 2
examples/opengl3_example/Makefile

@@ -1,6 +1,5 @@
 #
 #
-# Cross Platform Make file
-#
+# Cross Platform Makefile
 # Compatible with Ubuntu 14.04.1 and Mac OS X
 # Compatible with Ubuntu 14.04.1 and Mac OS X
 #
 #
 #
 #

+ 2 - 3
examples/opengl_example/Makefile

@@ -1,6 +1,5 @@
 #
 #
-# Cross Platform Make file
-#
+# Cross Platform Makefile
 # Compatible with Ubuntu 14.04.1 and Mac OS X
 # Compatible with Ubuntu 14.04.1 and Mac OS X
 #
 #
 #
 #
@@ -11,7 +10,7 @@
 
 
 #CXX = g++
 #CXX = g++
 
 
-OBJS = main.o
+OBJS = main.o imgui_impl_glfw.o
 OBJS += ../../imgui.o
 OBJS += ../../imgui.o
 
 
 UNAME_S := $(shell uname -s)
 UNAME_S := $(shell uname -s)

+ 236 - 0
examples/opengl_example/imgui_impl_glfw.cpp

@@ -0,0 +1,236 @@
+// ImGui GLFW bindings
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_glfw.h"
+
+// GLFW
+#include <GLFW/glfw3.h>
+#ifdef _MSC_VER
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#define GLFW_EXPOSE_NATIVE_WGL
+#include <GLFW/glfw3native.h>
+#endif
+
+static GLFWwindow*  GWindow = NULL;
+static bool         GMousePressed[3] = { false, false, false };
+static double       GTime = 0.0f;
+static bool         GFontTextureLoaded;
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// 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)
+static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+    if (cmd_lists_count == 0)
+        return;
+
+    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
+    // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
+    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);
+
+    // Setup orthographic projection matrix
+    const float width = ImGui::GetIO().DisplaySize.x;
+    const float height = ImGui::GetIO().DisplaySize.y;
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
+
+    // Render command lists
+    #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
+    for (int n = 0; n < cmd_lists_count; n++)
+    {
+        const ImDrawList* cmd_list = cmd_lists[n];
+        const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
+        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
+        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
+        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
+
+        int vtx_offset = 0;
+        for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+            glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
+            glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
+            glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
+            vtx_offset += pcmd->vtx_count;
+        }
+    }
+    #undef OFFSETOF
+
+    // Restore modified state
+    glDisableClientState(GL_COLOR_ARRAY);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glPopAttrib();
+}
+
+static const char* ImGui_ImplGlfw_GetClipboardText()
+{
+    return glfwGetClipboardString(GWindow);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(const char* text)
+{
+    glfwSetClipboardString(GWindow, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+    if (action == GLFW_PRESS && button >= 0 && button < 3)
+        GMousePressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+}
+
+void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (action == GLFW_PRESS)
+        io.KeysDown[key] = true;
+    if (action == GLFW_RELEASE)
+        io.KeysDown[key] = false;
+    io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
+    io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (c > 0 && c < 0x10000)
+        io.AddInputCharacter((unsigned short)c);
+}
+
+void ImGui_ImplGlfw_LoadFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
+
+    GLuint tex_id;
+    glGenTextures(1, &tex_id);
+    glBindTexture(GL_TEXTURE_2D, tex_id);
+    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_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)tex_id;
+
+    GFontTextureLoaded = true;
+}
+
+bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
+{
+    GWindow = 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_Home] = GLFW_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+    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_ImplGlfw_RenderDrawLists;
+    io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+#ifdef _MSC_VER
+    io.ImeWindowHandle = glfwGetWin32Window(GWindow);
+#endif
+
+    if (install_callbacks)
+    {
+        glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+        glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+        glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
+        glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+    }
+
+    return true;
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+    GLuint tex_id = (GLuint)ImGui::GetIO().Fonts->TexID;
+    if (tex_id)
+    {
+        glDeleteTextures(1, &tex_id);
+        ImGui::GetIO().Fonts->TexID = 0;
+    }
+    ImGui::Shutdown();
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+    if (!GFontTextureLoaded)
+        ImGui_ImplGlfw_LoadFontsTexture();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(GWindow, &w, &h);
+    glfwGetFramebufferSize(GWindow, &display_w, &display_h);
+    io.DisplaySize = ImVec2((float)display_w, (float)display_h);
+
+    // Setup time step
+    double current_time =  glfwGetTime();
+    io.DeltaTime = GTime > 0.0 ? (float)(current_time - GTime) : (float)(1.0f/60.0f);
+    GTime = current_time;
+
+    // Setup inputs
+    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
+    double mouse_x, mouse_y;
+    glfwGetCursorPos(GWindow, &mouse_x, &mouse_y);
+    mouse_x *= (float)display_w / w;                                                                    // Convert mouse coordinates to pixels
+    mouse_y *= (float)display_h / h;
+    io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                                               // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+
+    io.MouseDown[0] = GMousePressed[0] || glfwGetMouseButton(GWindow, GLFW_MOUSE_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] = GMousePressed[1] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_RIGHT) != 0;
+    io.MouseDown[2] = GMousePressed[2] || glfwGetMouseButton(GWindow, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
+    GMousePressed[0] = false;
+    GMousePressed[1] = false;
+    GMousePressed[2] = false;
+
+    // Start the frame
+    ImGui::NewFrame();
+}

+ 16 - 0
examples/opengl_example/imgui_impl_glfw.h

@@ -0,0 +1,16 @@
+// ImGui GLFW bindings
+// https://github.com/ocornut/imgui
+
+struct GLFWwindow;
+
+bool        ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
+void        ImGui_ImplGlfw_Shutdown();
+void        ImGui_ImplGlfw_LoadFontsTexture();
+void        ImGui_ImplGlfw_NewFrame();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provide here if you want to chain callbacks
+void        ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+void        ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+void        ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+void        ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);

+ 17 - 232
examples/opengl_example/main.cpp

@@ -1,256 +1,41 @@
-// ImGui - standalone example application for OpenGL 2, using fixed pipeline
+// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
 
 
-#ifdef _MSC_VER
-#pragma warning (disable: 4996)                        // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#endif
-#ifdef __clang__
-#pragma clang diagnostic ignored "-Wunused-function"   // warning: unused function
-#endif
-
-#include "../../imgui.h"
+#include <imgui.h>
+#include "imgui_impl_glfw.h"
 #include <stdio.h>
 #include <stdio.h>
-
-// GLFW
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
-#ifdef _MSC_VER
-#undef APIENTRY
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include <GLFW/glfw3native.h>
-#endif
-
-static GLFWwindow* window;
-static bool mousePressed[2] = { false, false };
-
-#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// 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)
-static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
-{
-    if (cmd_lists_count == 0)
-        return;
-
-    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
-    // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
-    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
-    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);
-
-    // Setup orthographic projection matrix
-    const float width = ImGui::GetIO().DisplaySize.x;
-    const float height = ImGui::GetIO().DisplaySize.y;
-    glMatrixMode(GL_PROJECTION);
-    glPushMatrix();
-    glLoadIdentity();
-    glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
-    glMatrixMode(GL_MODELVIEW);
-    glPushMatrix();
-    glLoadIdentity();
-
-    // Render command lists
-    for (int n = 0; n < cmd_lists_count; n++)
-    {
-        const ImDrawList* cmd_list = cmd_lists[n];
-        const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
-        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
-        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
-        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
-
-        int vtx_offset = 0;
-        for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
-        {
-            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
-            glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
-            glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
-            glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
-            vtx_offset += pcmd->vtx_count;
-        }
-    }
-
-    // Restore modified state
-    glDisableClientState(GL_COLOR_ARRAY);
-    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-    glDisableClientState(GL_VERTEX_ARRAY);
-    glMatrixMode(GL_MODELVIEW);
-    glPopMatrix();
-    glMatrixMode(GL_PROJECTION);
-    glPopMatrix();
-    glPopAttrib();
-}
-
-// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
-static const char* ImImpl_GetClipboardTextFn()
-{
-    return glfwGetClipboardString(window);
-}
-
-static void ImImpl_SetClipboardTextFn(const char* text)
-{
-    glfwSetClipboardString(window, text);
-}
-
-// GLFW callbacks
-static void glfw_error_callback(int error, const char* description)
-{
-    fputs(description, stderr);
-}
-
-static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
-{
-    if (action == GLFW_PRESS && button >= 0 && button < 2)
-        mousePressed[button] = true;
-}
 
 
-static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
+static void error_callback(int error, const char* description)
 {
 {
-    ImGuiIO& io = ImGui::GetIO();
-    io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
+    fprintf(stderr, "Error: %s\n", description);
 }
 }
 
 
-static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    if (action == GLFW_PRESS)
-        io.KeysDown[key] = true;
-    if (action == GLFW_RELEASE)
-        io.KeysDown[key] = false;
-    io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
-    io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
-}
-
-static void glfw_char_callback(GLFWwindow* window, unsigned int c)
-{
-    if (c > 0 && c < 0x10000)
-        ImGui::GetIO().AddInputCharacter((unsigned short)c);
-}
-
-void InitGL()
+int main(int argc, char** argv)
 {
 {
-    glfwSetErrorCallback(glfw_error_callback);
+    glfwSetErrorCallback(error_callback);
     if (!glfwInit())
     if (!glfwInit())
         exit(1);
         exit(1);
 
 
-    window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
     glfwMakeContextCurrent(window);
     glfwMakeContextCurrent(window);
-    glfwSetKeyCallback(window, glfw_key_callback);
-    glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
-    glfwSetScrollCallback(window, glfw_scroll_callback);
-    glfwSetCharCallback(window, glfw_char_callback);
-}
 
 
-void LoadFontsTexture()
-{
-    ImGuiIO& io = ImGui::GetIO();
+    ImGui_ImplGlfw_Init(window, true);
+    //ImGuiIO& io = ImGui::GetIO();
     //ImFont* my_font1 = io.Fonts->AddFontDefault();
     //ImFont* my_font1 = io.Fonts->AddFontDefault();
     //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
     //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
     //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
     //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
     //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
     //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
     //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
     //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
-
-    unsigned char* pixels;
-    int width, height;
-    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
-
-    GLuint tex_id;
-    glGenTextures(1, &tex_id);
-    glBindTexture(GL_TEXTURE_2D, tex_id);
-    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_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
-
-    // Store our identifier
-    io.Fonts->TexID = (void *)(intptr_t)tex_id;
-}
-
-void InitImGui()
-{
-    ImGuiIO& io = ImGui::GetIO();
-    io.DeltaTime = 1.0f/60.0f;                                    // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
-    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_Home] = GLFW_KEY_HOME;
-    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
-    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 = ImImpl_RenderDrawLists;
-    io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
-    io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
-#ifdef _MSC_VER
-    io.ImeWindowHandle = glfwGetWin32Window(window);
-#endif
-
-    LoadFontsTexture();
-}
-
-void UpdateImGui()
-{
-    ImGuiIO& io = ImGui::GetIO();
-
-    // Setup resolution (every frame to accommodate for window resizing)
-    int w, h;
-    int display_w, display_h;
-    glfwGetWindowSize(window, &w, &h);
-    glfwGetFramebufferSize(window, &display_w, &display_h);
-    io.DisplaySize = ImVec2((float)display_w, (float)display_h);                                   // Display size, in pixels. For clamping windows positions.
-
-    // Setup time step
-    static double time = 0.0f;
-    const double current_time =  glfwGetTime();
-    io.DeltaTime = (float)(current_time - time);
-    time = current_time;
-
-    // Setup inputs
-    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
-    double mouse_x, mouse_y;
-    glfwGetCursorPos(window, &mouse_x, &mouse_y);
-    mouse_x *= (float)display_w / w;                                                               // Convert mouse coordinates to pixels
-    mouse_y *= (float)display_h / h;
-    io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                                          // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
-    io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_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] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
-
-    // Start the frame
-    ImGui::NewFrame();
-}
-
-// Application code
-int main(int argc, char** argv)
-{
-    InitGL();
-    InitImGui();
+    ImGui_ImplGlfw_LoadFontsTexture();
 
 
     bool show_test_window = true;
     bool show_test_window = true;
     bool show_another_window = false;
     bool show_another_window = false;
-    ImVec4 clear_col = ImColor(114, 144, 154);
+    ImVec4 clear_color = ImColor(114, 144, 154);
 
 
     while (!glfwWindowShouldClose(window))
     while (!glfwWindowShouldClose(window))
     {
     {
-        ImGuiIO& io = ImGui::GetIO();
-        mousePressed[0] = mousePressed[1] = false;
         glfwPollEvents();
         glfwPollEvents();
-        UpdateImGui();
+        ImGui_ImplGlfw_NewFrame();
 
 
         // 1. Show a simple window
         // 1. Show a simple window
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@@ -258,7 +43,7 @@ int main(int argc, char** argv)
             static float f;
             static float f;
             ImGui::Text("Hello, world!");
             ImGui::Text("Hello, world!");
             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_col);
+            ImGui::ColorEdit3("clear color", (float*)&clear_color);
             if (ImGui::Button("Test Window")) show_test_window ^= 1;
             if (ImGui::Button("Test Window")) show_test_window ^= 1;
             if (ImGui::Button("Another Window")) show_another_window ^= 1;
             if (ImGui::Button("Another Window")) show_another_window ^= 1;
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@@ -280,15 +65,15 @@ int main(int argc, char** argv)
         }
         }
 
 
         // Rendering
         // Rendering
-        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
-        glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
+        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
         glClear(GL_COLOR_BUFFER_BIT);
         glClear(GL_COLOR_BUFFER_BIT);
         ImGui::Render();
         ImGui::Render();
         glfwSwapBuffers(window);
         glfwSwapBuffers(window);
     }
     }
 
 
     // Cleanup
     // Cleanup
-    ImGui::Shutdown();
+    ImGui_ImplGlfw_Shutdown();
     glfwTerminate();
     glfwTerminate();
 
 
     return 0;
     return 0;

+ 4 - 0
examples/opengl_example/opengl_example.vcxproj

@@ -39,10 +39,12 @@
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
     <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
     <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
     <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
     <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>../..;$(IncludePath)</IncludePath>
   </PropertyGroup>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
     <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
     <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
     <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
     <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>../..;$(IncludePath)</IncludePath>
   </PropertyGroup>
   </PropertyGroup>
   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
     <ClCompile>
     <ClCompile>
@@ -79,11 +81,13 @@
   </ItemDefinitionGroup>
   </ItemDefinitionGroup>
   <ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\imgui.cpp" />
     <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="imgui_impl_glfw.cpp" />
     <ClCompile Include="main.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="imgui_impl_glfw.h" />
   </ItemGroup>
   </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   <ImportGroup Label="ExtensionTargets">

+ 6 - 0
examples/opengl_example/opengl_example.vcxproj.filters

@@ -16,6 +16,9 @@
     <ClCompile Include="..\..\imgui.cpp">
     <ClCompile Include="..\..\imgui.cpp">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClCompile>
     </ClCompile>
+    <ClCompile Include="imgui_impl_glfw.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h">
     <ClInclude Include="..\..\imconfig.h">
@@ -24,5 +27,8 @@
     <ClInclude Include="..\..\imgui.h">
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClInclude>
     </ClInclude>
+    <ClInclude Include="imgui_impl_glfw.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   </ItemGroup>
 </Project>
 </Project>