Browse Source

Merge branch 'master' into navigation

omar 7 years ago
parent
commit
7e1496e994

+ 19 - 17
examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp

@@ -24,7 +24,7 @@
 #include "imgui_impl_sdl_gl2.h"
 #include "imgui_impl_sdl_gl2.h"
 
 
 // Data
 // Data
-static double       g_Time = 0.0f;
+static Uint64       g_Time = 0;
 static bool         g_MousePressed[3] = { false, false, false };
 static bool         g_MousePressed[3] = { false, false, false };
 static GLuint       g_FontTexture = 0;
 static GLuint       g_FontTexture = 0;
 
 
@@ -154,7 +154,8 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
     case SDL_KEYDOWN:
     case SDL_KEYDOWN:
     case SDL_KEYUP:
     case SDL_KEYUP:
         {
         {
-            int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
+            int key = event->key.keysym.scancode;
+            IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
             io.KeysDown[key] = (event->type == SDL_KEYDOWN);
             io.KeysDown[key] = (event->type == SDL_KEYDOWN);
             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
@@ -205,8 +206,9 @@ void    ImGui_ImplSdlGL2_InvalidateDeviceObjects()
 
 
 bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
 bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
 {
 {
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
-    io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
@@ -216,16 +218,16 @@ bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
-    io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
-    io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
-    io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
-    io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
-    io.KeyMap[ImGuiKey_A] = SDLK_a;
-    io.KeyMap[ImGuiKey_C] = SDLK_c;
-    io.KeyMap[ImGuiKey_V] = SDLK_v;
-    io.KeyMap[ImGuiKey_X] = SDLK_x;
-    io.KeyMap[ImGuiKey_Y] = SDLK_y;
-    io.KeyMap[ImGuiKey_Z] = SDLK_z;
+    io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+    io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+    io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+    io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+    io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+    io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+    io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
 
 
     io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
     io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
@@ -265,10 +267,10 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
     io.DisplaySize = ImVec2((float)w, (float)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);
     io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
 
 
-    // Setup time step
-    Uint32	time = SDL_GetTicks();
-    double current_time = time / 1000.0;
-    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
+    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+    static Uint64 frequency = SDL_GetPerformanceFrequency();
+    Uint64 current_time = SDL_GetPerformanceCounter();
+    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
     g_Time = current_time;
     g_Time = current_time;
 
 
     // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
     // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)

+ 1 - 0
examples/sdl_opengl2_example/main.cpp

@@ -31,6 +31,7 @@ int main(int, char**)
     SDL_GetCurrentDisplayMode(0, &current);
     SDL_GetCurrentDisplayMode(0, &current);
     SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
     SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
     SDL_GLContext glcontext = SDL_GL_CreateContext(window);
     SDL_GLContext glcontext = SDL_GL_CreateContext(window);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
 
 
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui_ImplSdlGL2_Init(window);
     ImGui_ImplSdlGL2_Init(window);

+ 19 - 17
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@@ -19,7 +19,7 @@
 #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.
 #include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
 
 
 // Data
 // Data
-static double       g_Time = 0.0f;
+static Uint64       g_Time = 0.0f;
 static bool         g_MousePressed[3] = { false, false, false };
 static bool         g_MousePressed[3] = { false, false, false };
 static GLuint       g_FontTexture = 0;
 static GLuint       g_FontTexture = 0;
 static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
 static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
@@ -176,7 +176,8 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
     case SDL_KEYDOWN:
     case SDL_KEYDOWN:
     case SDL_KEYUP:
     case SDL_KEYUP:
         {
         {
-            int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
+            int key = event->key.keysym.scancode;
+            IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
             io.KeysDown[key] = (event->type == SDL_KEYDOWN);
             io.KeysDown[key] = (event->type == SDL_KEYDOWN);
             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
             io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
             io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
@@ -316,8 +317,9 @@ void    ImGui_ImplSdlGL3_InvalidateDeviceObjects()
 
 
 bool    ImGui_ImplSdlGL3_Init(SDL_Window* window)
 bool    ImGui_ImplSdlGL3_Init(SDL_Window* window)
 {
 {
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
-    io.KeyMap[ImGuiKey_Tab] = SDLK_TAB;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
     io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
@@ -327,16 +329,16 @@ bool    ImGui_ImplSdlGL3_Init(SDL_Window* window)
     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
     io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
     io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
     io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
-    io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
-    io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
-    io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
-    io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
-    io.KeyMap[ImGuiKey_A] = SDLK_a;
-    io.KeyMap[ImGuiKey_C] = SDLK_c;
-    io.KeyMap[ImGuiKey_V] = SDLK_v;
-    io.KeyMap[ImGuiKey_X] = SDLK_x;
-    io.KeyMap[ImGuiKey_Y] = SDLK_y;
-    io.KeyMap[ImGuiKey_Z] = SDLK_z;
+    io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
+    io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
+    io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
+    io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
+    io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
+    io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
+    io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
 
 
     io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
     io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
@@ -376,10 +378,10 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
     io.DisplaySize = ImVec2((float)w, (float)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);
     io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
 
 
-    // Setup time step
-    Uint32	time = SDL_GetTicks();
-    double current_time = time / 1000.0;
-    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
+    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+    static Uint64 frequency = SDL_GetPerformanceFrequency();
+    Uint64 current_time = SDL_GetPerformanceCounter();
+    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
     g_Time = current_time;
     g_Time = current_time;
 
 
     // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
     // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)

+ 1 - 0
examples/sdl_opengl3_example/main.cpp

@@ -30,6 +30,7 @@ int main(int, char**)
     SDL_GetCurrentDisplayMode(0, &current);
     SDL_GetCurrentDisplayMode(0, &current);
     SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
     SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
     SDL_GLContext glcontext = SDL_GL_CreateContext(window);
     SDL_GLContext glcontext = SDL_GL_CreateContext(window);
+    SDL_GL_SetSwapInterval(1); // Enable vsync
     gl3wInit();
     gl3wInit();
 
 
     // Setup ImGui binding
     // Setup ImGui binding