Bläddra i källkod

Examples: GL2: rename functions to include GL2 in name

omar 8 år sedan
förälder
incheckning
7d1f2c0dc5

+ 17 - 17
examples/opengl2_example/imgui_impl_glfw.cpp

@@ -33,7 +33,7 @@ static GLuint       g_FontTexture = 0;
 // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
 // If text or lines are blurry when integrating ImGui in your engine:
 // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
+void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
 {
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     ImGuiIO& io = ImGui::GetIO();
@@ -126,18 +126,18 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
     glfwSetClipboardString((GLFWwindow*)user_data, text);
 }
 
-void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
 {
     if (action == GLFW_PRESS && button >= 0 && button < 3)
         g_MousePressed[button] = true;
 }
 
-void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
+void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
 {
     g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
 }
 
-void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
 {
     ImGuiIO& io = ImGui::GetIO();
     if (action == GLFW_PRESS)
@@ -152,14 +152,14 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
     io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
 }
 
-void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
 {
     ImGuiIO& io = ImGui::GetIO();
     if (c > 0 && c < 0x10000)
         io.AddInputCharacter((unsigned short)c);
 }
 
-bool ImGui_ImplGlfw_CreateDeviceObjects()
+bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
 {
     // Build texture atlas
     ImGuiIO& io = ImGui::GetIO();
@@ -185,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
     return true;
 }
 
-void    ImGui_ImplGlfw_InvalidateDeviceObjects()
+void    ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
 {
     if (g_FontTexture)
     {
@@ -195,7 +195,7 @@ void    ImGui_ImplGlfw_InvalidateDeviceObjects()
     }
 }
 
-bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
+bool    ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
 {
     g_Window = window;
 
@@ -220,7 +220,7 @@ bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
     io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
     io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
 
-    io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
+    io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
     io.ClipboardUserData = g_Window;
@@ -230,25 +230,25 @@ bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
 
     if (install_callbacks)
     {
-        glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
-        glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
-        glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
-        glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+        glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
+        glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
+        glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
+        glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
     }
 
     return true;
 }
 
-void ImGui_ImplGlfw_Shutdown()
+void ImGui_ImplGlfwGL2_Shutdown()
 {
-    ImGui_ImplGlfw_InvalidateDeviceObjects();
+    ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
     ImGui::Shutdown();
 }
 
-void ImGui_ImplGlfw_NewFrame()
+void ImGui_ImplGlfwGL2_NewFrame()
 {
     if (!g_FontTexture)
-        ImGui_ImplGlfw_CreateDeviceObjects();
+        ImGui_ImplGlfwGL2_CreateDeviceObjects();
 
     ImGuiIO& io = ImGui::GetIO();
 

+ 11 - 12
examples/opengl2_example/imgui_impl_glfw.h

@@ -12,18 +12,17 @@
 
 struct GLFWwindow;
 
-IMGUI_API bool        ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
-IMGUI_API void        ImGui_ImplGlfw_Shutdown();
-IMGUI_API void        ImGui_ImplGlfw_NewFrame();
+IMGUI_API bool        ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
+IMGUI_API void        ImGui_ImplGlfwGL2_Shutdown();
+IMGUI_API void        ImGui_ImplGlfwGL2_NewFrame();
 
 // Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void        ImGui_ImplGlfw_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplGlfw_CreateDeviceObjects();
+IMGUI_API void        ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplGlfwGL2_CreateDeviceObjects();
 
-// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
-// Provided here if you want to chain callbacks.
-// You can also handle inputs yourself and use those as a reference.
-IMGUI_API void        ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
-IMGUI_API void        ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
-IMGUI_API void        ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-IMGUI_API void        ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+// GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
+// Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
+IMGUI_API void        ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_API void        ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_API void        ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);

+ 3 - 3
examples/opengl2_example/main.cpp

@@ -22,7 +22,7 @@ int main(int, char**)
     glfwSwapInterval(1); // Enable vsync
 
     // Setup ImGui binding
-    ImGui_ImplGlfw_Init(window, true);
+    ImGui_ImplGlfwGL2_Init(window, true);
 
     // Load Fonts
     // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@@ -42,7 +42,7 @@ int main(int, char**)
     while (!glfwWindowShouldClose(window))
     {
         glfwPollEvents();
-        ImGui_ImplGlfw_NewFrame();
+        ImGui_ImplGlfwGL2_NewFrame();
 
         // 1. Show a simple window
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@@ -84,7 +84,7 @@ int main(int, char**)
     }
 
     // Cleanup
-    ImGui_ImplGlfw_Shutdown();
+    ImGui_ImplGlfwGL2_Shutdown();
     glfwTerminate();
 
     return 0;

+ 8 - 8
examples/sdl_opengl2_example/imgui_impl_sdl.cpp

@@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
     SDL_SetClipboardText(text);
 }
 
-bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
+bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
 {
     ImGuiIO& io = ImGui::GetIO();
     switch (event->type)
@@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
     return false;
 }
 
-bool ImGui_ImplSdl_CreateDeviceObjects()
+bool ImGui_ImplSdlGL2_CreateDeviceObjects()
 {
     // Build texture atlas
     ImGuiIO& io = ImGui::GetIO();
@@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
     return true;
 }
 
-void    ImGui_ImplSdl_InvalidateDeviceObjects()
+void    ImGui_ImplSdlGL2_InvalidateDeviceObjects()
 {
     if (g_FontTexture)
     {
@@ -194,7 +194,7 @@ void    ImGui_ImplSdl_InvalidateDeviceObjects()
     }
 }
 
-bool    ImGui_ImplSdl_Init(SDL_Window* window)
+bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
 {
     ImGuiIO& io = ImGui::GetIO();
     io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@@ -234,16 +234,16 @@ bool    ImGui_ImplSdl_Init(SDL_Window* window)
     return true;
 }
 
-void ImGui_ImplSdl_Shutdown()
+void ImGui_ImplSdlGL2_Shutdown()
 {
-    ImGui_ImplSdl_InvalidateDeviceObjects();
+    ImGui_ImplSdlGL2_InvalidateDeviceObjects();
     ImGui::Shutdown();
 }
 
-void ImGui_ImplSdl_NewFrame(SDL_Window *window)
+void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
 {
     if (!g_FontTexture)
-        ImGui_ImplSdl_CreateDeviceObjects();
+        ImGui_ImplSdlGL2_CreateDeviceObjects();
 
     ImGuiIO& io = ImGui::GetIO();
 

+ 6 - 6
examples/sdl_opengl2_example/imgui_impl_sdl.h

@@ -9,11 +9,11 @@
 struct SDL_Window;
 typedef union SDL_Event SDL_Event;
 
-IMGUI_API bool        ImGui_ImplSdl_Init(SDL_Window* window);
-IMGUI_API void        ImGui_ImplSdl_Shutdown();
-IMGUI_API void        ImGui_ImplSdl_NewFrame(SDL_Window* window);
-IMGUI_API bool        ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
+IMGUI_API bool        ImGui_ImplSdlGL2_Init(SDL_Window* window);
+IMGUI_API void        ImGui_ImplSdlGL2_Shutdown();
+IMGUI_API void        ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
+IMGUI_API bool        ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
 
 // Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void        ImGui_ImplSdl_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplSdl_CreateDeviceObjects();
+IMGUI_API void        ImGui_ImplSdlGL2_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplSdlGL2_CreateDeviceObjects();

+ 4 - 4
examples/sdl_opengl2_example/main.cpp

@@ -28,7 +28,7 @@ int main(int, char**)
     SDL_GLContext glcontext = SDL_GL_CreateContext(window);
 
     // Setup ImGui binding
-    ImGui_ImplSdl_Init(window);
+    ImGui_ImplSdlGL2_Init(window);
 
     // Load Fonts
     // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@@ -51,11 +51,11 @@ int main(int, char**)
         SDL_Event event;
         while (SDL_PollEvent(&event))
         {
-            ImGui_ImplSdl_ProcessEvent(&event);
+            ImGui_ImplSdlGL2_ProcessEvent(&event);
             if (event.type == SDL_QUIT)
                 done = true;
         }
-        ImGui_ImplSdl_NewFrame(window);
+        ImGui_ImplSdlGL2_NewFrame(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"
@@ -95,7 +95,7 @@ int main(int, char**)
     }
 
     // Cleanup
-    ImGui_ImplSdl_Shutdown();
+    ImGui_ImplSdlGL2_Shutdown();
     SDL_GL_DeleteContext(glcontext);
     SDL_DestroyWindow(window);
     SDL_Quit();