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Examples: SDL/OpenGL: Tabs to spaces

ocornut 9 年之前
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9e86d0e225

+ 265 - 265
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@@ -28,162 +28,162 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
 // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
 void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
 {
-	// Backup GL state
-	GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
-	GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
-	GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
-	GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
-	GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
-	GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
-	GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
-	GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
-	GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
+    // Backup GL state
+    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+    GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+    GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
+    GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
+    GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
+    GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
-	GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
-	GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
-	GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
-	GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
-
-	// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
-	glEnable(GL_BLEND);
-	glBlendEquation(GL_FUNC_ADD);
-	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-	glDisable(GL_CULL_FACE);
-	glDisable(GL_DEPTH_TEST);
-	glEnable(GL_SCISSOR_TEST);
-	glActiveTexture(GL_TEXTURE0);
-
-	// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
-	ImGuiIO& io = ImGui::GetIO();
+    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+    glEnable(GL_BLEND);
+    glBlendEquation(GL_FUNC_ADD);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glActiveTexture(GL_TEXTURE0);
+
+    // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
+    ImGuiIO& io = ImGui::GetIO();
     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
-	draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
 
-	// Setup orthographic projection matrix
+    // Setup orthographic projection matrix
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
-	const float ortho_projection[4][4] =
-	{
-		{ 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
-		{ 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
-		{ 0.0f,                  0.0f,                  -1.0f, 0.0f },
-		{-1.0f,                  1.0f,                   0.0f, 1.0f },
-	};
-	glUseProgram(g_ShaderHandle);
-	glUniform1i(g_AttribLocationTex, 0);
-	glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
-	glBindVertexArray(g_VaoHandle);
-
-	for (int n = 0; n < draw_data->CmdListsCount; n++)
-	{
-		const ImDrawList* cmd_list = draw_data->CmdLists[n];
-		const ImDrawIdx* idx_buffer_offset = 0;
-
-		glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
-		glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
-
-		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
-		glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
-
-		for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
-		{
-			if (pcmd->UserCallback)
-			{
-				pcmd->UserCallback(cmd_list, pcmd);
-			}
-			else
-			{
-				glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
-				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));
-				glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
-			}
-			idx_buffer_offset += pcmd->ElemCount;
-		}
-	}
-
-	// Restore modified GL state
-	glUseProgram(last_program);
-	glBindTexture(GL_TEXTURE_2D, last_texture);
+    const float ortho_projection[4][4] =
+    {
+        { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f },
+        { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
+        { 0.0f,                  0.0f,                  -1.0f, 0.0f },
+        {-1.0f,                  1.0f,                   0.0f, 1.0f },
+    };
+    glUseProgram(g_ShaderHandle);
+    glUniform1i(g_AttribLocationTex, 0);
+    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+    glBindVertexArray(g_VaoHandle);
+
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawIdx* idx_buffer_offset = 0;
+
+        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
+
+        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
+        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
+
+        for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
+        {
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+                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));
+                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+            }
+            idx_buffer_offset += pcmd->ElemCount;
+        }
+    }
+
+    // Restore modified GL state
+    glUseProgram(last_program);
+    glBindTexture(GL_TEXTURE_2D, last_texture);
     glBindVertexArray(last_vertex_array);
-	glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
-	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
-	glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
-	glBlendFunc(last_blend_src, last_blend_dst);
-	if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
-	if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
-	if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
-	if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+    glBlendFunc(last_blend_src, last_blend_dst);
+    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
 }
 
 static const char* ImGui_ImplSdlGL3_GetClipboardText()
 {
-	return SDL_GetClipboardText();
+    return SDL_GetClipboardText();
 }
 
 static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
 {
-	SDL_SetClipboardText(text);
+    SDL_SetClipboardText(text);
 }
 
 bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
 {
-	ImGuiIO& io = ImGui::GetIO();
-	switch (event->type)
-	{
-	case SDL_MOUSEWHEEL:
-	{
-		if (event->wheel.y > 0)
-			g_MouseWheel = 1;
-		if (event->wheel.y < 0)
-			g_MouseWheel = -1;
-		return true;
-	}
-	case SDL_MOUSEBUTTONDOWN:
-	{
-		if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
-		if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
-		if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
-		return true;
-	}
-	case SDL_TEXTINPUT:
-	{
-		ImGuiIO& io = ImGui::GetIO();
-		io.AddInputCharactersUTF8(event->text.text);
-		return true;
-	}
-	case SDL_KEYDOWN:
-	case SDL_KEYUP:
-	{
-		int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
-		io.KeysDown[key] = (event->type == SDL_KEYDOWN);
-		io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
-		io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
-		io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
-		return true;
-	}
-	}
-	return false;
+    ImGuiIO& io = ImGui::GetIO();
+    switch (event->type)
+    {
+    case SDL_MOUSEWHEEL:
+    {
+        if (event->wheel.y > 0)
+            g_MouseWheel = 1;
+        if (event->wheel.y < 0)
+            g_MouseWheel = -1;
+        return true;
+    }
+    case SDL_MOUSEBUTTONDOWN:
+    {
+        if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
+        if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
+        if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
+        return true;
+    }
+    case SDL_TEXTINPUT:
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        io.AddInputCharactersUTF8(event->text.text);
+        return true;
+    }
+    case SDL_KEYDOWN:
+    case SDL_KEYUP:
+    {
+        int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
+        io.KeysDown[key] = (event->type == SDL_KEYDOWN);
+        io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
+        io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
+        io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
+        return true;
+    }
+    }
+    return false;
 }
 
 void ImGui_ImplSdlGL3_CreateFontsTexture()
 {
-	// Build texture atlas
+    // Build texture atlas
     ImGuiIO& io = ImGui::GetIO();
-	unsigned char* pixels;
-	int width, height;
-	io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
 
     // Upload texture to graphics system
     GLint last_texture;
     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
-	glGenTextures(1, &g_FontTexture);
-	glBindTexture(GL_TEXTURE_2D, g_FontTexture);
-	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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+    glGenTextures(1, &g_FontTexture);
+    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+    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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 
-	// Store our identifier
-	io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
 
     // Restore state
     glBindTexture(GL_TEXTURE_2D, last_texture);
@@ -191,79 +191,79 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
 
 bool ImGui_ImplSdlGL3_CreateDeviceObjects()
 {
-	// Backup GL state
-	GLint last_texture, last_array_buffer, last_vertex_array;
-	glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
-	glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
-	glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
-
-	const GLchar *vertex_shader =
-		"#version 330\n"
-		"uniform mat4 ProjMtx;\n"
-		"in vec2 Position;\n"
-		"in vec2 UV;\n"
-		"in vec4 Color;\n"
-		"out vec2 Frag_UV;\n"
-		"out vec4 Frag_Color;\n"
-		"void main()\n"
-		"{\n"
-		"	Frag_UV = UV;\n"
-		"	Frag_Color = Color;\n"
-		"	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
-		"}\n";
-
-	const GLchar* fragment_shader =
-		"#version 330\n"
-		"uniform sampler2D Texture;\n"
-		"in vec2 Frag_UV;\n"
-		"in vec4 Frag_Color;\n"
-		"out vec4 Out_Color;\n"
-		"void main()\n"
-		"{\n"
-		"	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
-		"}\n";
-
-	g_ShaderHandle = glCreateProgram();
-	g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
-	g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
-	glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
-	glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
-	glCompileShader(g_VertHandle);
-	glCompileShader(g_FragHandle);
-	glAttachShader(g_ShaderHandle, g_VertHandle);
-	glAttachShader(g_ShaderHandle, g_FragHandle);
-	glLinkProgram(g_ShaderHandle);
-
-	g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
-	g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
-	g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
-	g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
-	g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
-	glGenBuffers(1, &g_VboHandle);
-	glGenBuffers(1, &g_ElementsHandle);
-
-	glGenVertexArrays(1, &g_VaoHandle);
-	glBindVertexArray(g_VaoHandle);
-	glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
-	glEnableVertexAttribArray(g_AttribLocationPosition);
-	glEnableVertexAttribArray(g_AttribLocationUV);
-	glEnableVertexAttribArray(g_AttribLocationColor);
+    // Backup GL state
+    GLint last_texture, last_array_buffer, last_vertex_array;
+    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+    const GLchar *vertex_shader =
+        "#version 330\n"
+        "uniform mat4 ProjMtx;\n"
+        "in vec2 Position;\n"
+        "in vec2 UV;\n"
+        "in vec4 Color;\n"
+        "out vec2 Frag_UV;\n"
+        "out vec4 Frag_Color;\n"
+        "void main()\n"
+        "{\n"
+        "	Frag_UV = UV;\n"
+        "	Frag_Color = Color;\n"
+        "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+        "}\n";
+
+    const GLchar* fragment_shader =
+        "#version 330\n"
+        "uniform sampler2D Texture;\n"
+        "in vec2 Frag_UV;\n"
+        "in vec4 Frag_Color;\n"
+        "out vec4 Out_Color;\n"
+        "void main()\n"
+        "{\n"
+        "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
+        "}\n";
+
+    g_ShaderHandle = glCreateProgram();
+    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+    glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
+    glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
+    glCompileShader(g_VertHandle);
+    glCompileShader(g_FragHandle);
+    glAttachShader(g_ShaderHandle, g_VertHandle);
+    glAttachShader(g_ShaderHandle, g_FragHandle);
+    glLinkProgram(g_ShaderHandle);
+
+    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+    glGenBuffers(1, &g_VboHandle);
+    glGenBuffers(1, &g_ElementsHandle);
+
+    glGenVertexArrays(1, &g_VaoHandle);
+    glBindVertexArray(g_VaoHandle);
+    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+    glEnableVertexAttribArray(g_AttribLocationPosition);
+    glEnableVertexAttribArray(g_AttribLocationUV);
+    glEnableVertexAttribArray(g_AttribLocationColor);
 
 #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
-	glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
-	glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
-	glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
+    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
+    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
+    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
 #undef OFFSETOF
 
-	ImGui_ImplSdlGL3_CreateFontsTexture();
+    ImGui_ImplSdlGL3_CreateFontsTexture();
 
-	// Restore modified GL state
-	glBindTexture(GL_TEXTURE_2D, last_texture);
-	glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
-	glBindVertexArray(last_vertex_array);
+    // Restore modified GL state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+    glBindVertexArray(last_vertex_array);
 
-	return true;
+    return true;
 }
 
 void    ImGui_ImplSdlGL3_InvalidateDeviceObjects()
@@ -294,88 +294,88 @@ void    ImGui_ImplSdlGL3_InvalidateDeviceObjects()
 
 bool    ImGui_ImplSdlGL3_Init(SDL_Window *window)
 {
-	g_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.
-	io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
-	io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
-	io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
-	io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
-	io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
-	io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
-	io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
-	io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
-	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.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.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
+    g_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.
+    io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
+    io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
+    io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
+    io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
+    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.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.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
 
 #ifdef _WIN32
-	SDL_SysWMinfo wmInfo;
-	SDL_VERSION(&wmInfo.version);
-	SDL_GetWindowWMInfo(window, &wmInfo);
-	io.ImeWindowHandle = wmInfo.info.win.window;
+    SDL_SysWMinfo wmInfo;
+    SDL_VERSION(&wmInfo.version);
+    SDL_GetWindowWMInfo(window, &wmInfo);
+    io.ImeWindowHandle = wmInfo.info.win.window;
 #endif
 
-	return true;
+    return true;
 }
 
 void ImGui_ImplSdlGL3_Shutdown()
 {
     ImGui_ImplSdlGL3_InvalidateDeviceObjects();
-	ImGui::Shutdown();
+    ImGui::Shutdown();
 }
 
 void ImGui_ImplSdlGL3_NewFrame()
 {
-	if (!g_FontTexture)
-		ImGui_ImplSdlGL3_CreateDeviceObjects();
-
-	ImGuiIO& io = ImGui::GetIO();
-
-	// Setup display size (every frame to accommodate for window resizing)
-	int w, h;
-	SDL_GetWindowSize(g_Window, &w, &h);
-	io.DisplaySize = ImVec2((float)w, (float)h);
-	io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
-
-	// 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);
-	g_Time = current_time;
-
-	// Setup inputs
-	// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
-	int mx, my;
-	Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
-	if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
-		io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
-	else
-		io.MousePos = ImVec2(-1, -1);
-
-	io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
-	io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
-	g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
-
-	io.MouseWheel = g_MouseWheel;
-	g_MouseWheel = 0.0f;
-
-	// Hide OS mouse cursor if ImGui is drawing it
-	SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
-
-	// Start the frame
-	ImGui::NewFrame();
+    if (!g_FontTexture)
+        ImGui_ImplSdlGL3_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    int w, h;
+    SDL_GetWindowSize(g_Window, &w, &h);
+    io.DisplaySize = ImVec2((float)w, (float)h);
+    io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+
+    // 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);
+    g_Time = current_time;
+
+    // Setup inputs
+    // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
+    int mx, my;
+    Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
+    if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
+        io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+    else
+        io.MousePos = ImVec2(-1, -1);
+
+    io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+    io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
+
+    io.MouseWheel = g_MouseWheel;
+    g_MouseWheel = 0.0f;
+
+    // Hide OS mouse cursor if ImGui is drawing it
+    SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
+
+    // Start the frame
+    ImGui::NewFrame();
 }

+ 14 - 14
examples/sdl_opengl3_example/main.cpp

@@ -10,24 +10,24 @@
 int main(int, char**)
 {
     // Setup SDL
-	if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
-	{
+    if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
+    {
         printf("Error: %s\n", SDL_GetError());
         return -1;
-	}
+    }
 
     // Setup window
     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
-	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
-	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
-	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
-	SDL_DisplayMode 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_GLContext glcontext = SDL_GL_CreateContext(window);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+    SDL_DisplayMode 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_GLContext glcontext = SDL_GL_CreateContext(window);
     gl3wInit();
 
     // Setup ImGui binding
@@ -48,7 +48,7 @@ int main(int, char**)
     ImVec4 clear_color = ImColor(114, 144, 154);
 
     // Main loop
-	bool done = false;
+    bool done = false;
     while (!done)
     {
         SDL_Event event;
@@ -99,8 +99,8 @@ int main(int, char**)
     // Cleanup
     ImGui_ImplSdlGL3_Shutdown();
     SDL_GL_DeleteContext(glcontext);  
-	SDL_DestroyWindow(window);
-	SDL_Quit();
+    SDL_DestroyWindow(window);
+    SDL_Quit();
 
     return 0;
 }

+ 14 - 14
examples/sdl_opengl_example/imgui_impl_sdl.cpp

@@ -97,7 +97,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
 
 static const char* ImGui_ImplSdl_GetClipboardText()
 {
-	return SDL_GetClipboardText();
+    return SDL_GetClipboardText();
 }
 
 static void ImGui_ImplSdl_SetClipboardText(const char* text)
@@ -203,15 +203,15 @@ bool    ImGui_ImplSdl_Init(SDL_Window *window)
     io.KeyMap[ImGuiKey_X] = SDLK_x;
     io.KeyMap[ImGuiKey_Y] = SDLK_y;
     io.KeyMap[ImGuiKey_Z] = SDLK_z;
-	
+    
     io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
     io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
-	
+    
 #ifdef _WIN32
-	SDL_SysWMinfo wmInfo;
-	SDL_VERSION(&wmInfo.version);
-	SDL_GetWindowWMInfo(window, &wmInfo);
+    SDL_SysWMinfo wmInfo;
+    SDL_VERSION(&wmInfo.version);
+    SDL_GetWindowWMInfo(window, &wmInfo);
     io.ImeWindowHandle = wmInfo.info.win.window;
 #endif
 
@@ -233,12 +233,12 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
 
     // Setup display size (every frame to accommodate for window resizing)
     int w, h;
-	SDL_GetWindowSize(window, &w, &h);
+    SDL_GetWindowSize(window, &w, &h);
     io.DisplaySize = ImVec2((float)w, (float)h);
 
     // Setup time step
-	Uint32	time = SDL_GetTicks();
-	double current_time = time / 1000.0;
+    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);
     g_Time = current_time;
 
@@ -247,13 +247,13 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
     int mx, my;
     Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
     if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
-    	io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+        io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
     else
-    	io.MousePos = ImVec2(-1,-1);
+        io.MousePos = ImVec2(-1,-1);
    
-	io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
-	io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
+    io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_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] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
+    io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
 
     io.MouseWheel = g_MouseWheel;

+ 15 - 15
examples/sdl_opengl_example/main.cpp

@@ -10,22 +10,22 @@
 int main(int, char**)
 {
     // Setup SDL
-	if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
-	{
+    if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
+    {
         printf("Error: %s\n", SDL_GetError());
         return -1;
-	}
+    }
 
     // Setup window
-	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
-	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
-	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
-	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
-	SDL_DisplayMode 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_GLContext glcontext = SDL_GL_CreateContext(window);
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+    SDL_DisplayMode 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_GLContext glcontext = SDL_GL_CreateContext(window);
 
     // Setup ImGui binding
     ImGui_ImplSdl_Init(window);
@@ -45,7 +45,7 @@ int main(int, char**)
     ImVec4 clear_color = ImColor(114, 144, 154);
 
     // Main loop
-	bool done = false;
+    bool done = false;
     while (!done)
     {
         SDL_Event event;
@@ -96,8 +96,8 @@ int main(int, char**)
     // Cleanup
     ImGui_ImplSdl_Shutdown();
     SDL_GL_DeleteContext(glcontext);  
-	SDL_DestroyWindow(window);
-	SDL_Quit();
+    SDL_DestroyWindow(window);
+    SDL_Quit();
 
     return 0;
 }