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Examples: GLFW+GL3: Split imgui_impl_glfw_gl3 into imgui_impl_glfw and imgui_impl_gl3 (wip)

omar 7 years ago
parent
commit
b0a8734c92

+ 221 - 0
examples/opengl3_example/imgui_impl_glfw.cpp

@@ -0,0 +1,221 @@
+// ImGui GLFW binding with OpenGL3 + shaders
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
+
+// Implemented features:
+//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+//  2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
+//  2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
+//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+//  2017-05-01: OpenGL: Fixed save and restore of current blend function state.
+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+//  2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+
+// GL3W/GLFW
+#include <GLFW/glfw3.h>
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include <GLFW/glfw3native.h>
+#endif
+
+// Data
+static GLFWwindow*  g_Window = NULL;
+static double       g_Time = 0.0f;
+static bool         g_MouseJustPressed[3] = { false, false, false };
+
+static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
+{
+    return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
+{
+    glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+{
+    if (action == GLFW_PRESS && button >= 0 && button < 3)
+        g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    io.MouseWheelH += (float)xoffset;
+    io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (action == GLFW_PRESS)
+        io.KeysDown[key] = true;
+    if (action == GLFW_RELEASE)
+        io.KeysDown[key] = false;
+
+    (void)mods; // Modifiers are not reliable across systems
+    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (c > 0 && c < 0x10000)
+        io.AddInputCharacter((unsigned short)c);
+}
+
+bool    ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
+{
+    g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP;
+    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+    io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+    io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+    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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
+    io.ClipboardUserData = g_Window;
+#ifdef _WIN32
+    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
+#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()
+{
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    IM_ASSERT(io.Fonts->IsBuilt());     // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() 
+
+    // Setup display size
+    int w, h;
+    int display_w, display_h;
+    glfwGetWindowSize(g_Window, &w, &h);
+    glfwGetFramebufferSize(g_Window, &display_w, &display_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);
+
+    // Setup time step
+    double current_time =  glfwGetTime();
+    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 glfw callbacks polled in glfwPollEvents())
+    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
+    {
+        if (io.WantMoveMouse)
+        {
+            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)
+        }
+        else
+        {
+            double mouse_x, mouse_y;
+            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+        }
+    }
+    else
+    {
+        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
+    }
+
+    for (int i = 0; i < 3; i++)
+    {
+        // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
+        g_MouseJustPressed[i] = false;
+    }
+
+    // Hide OS mouse cursor if ImGui is drawing it
+    glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
+
+    // Gamepad navigation mapping [BETA]
+    memset(io.NavInputs, 0, sizeof(io.NavInputs));
+    if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
+    {
+        // Update gamepad inputs
+        #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+        #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+        int axes_count = 0, buttons_count = 0;
+        const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+        const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+        MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
+        MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
+        MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
+        MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
+        MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
+        MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
+        MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
+        MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
+        MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
+        MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
+        MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
+        MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
+        MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
+        MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
+        MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
+        MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
+        #undef MAP_BUTTON
+        #undef MAP_ANALOG
+    }
+
+    // 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.
+    ImGui::NewFrame();
+}

+ 7 - 12
examples/opengl3_example/imgui_impl_glfw_gl3.h → examples/opengl3_example/imgui_impl_glfw.h

@@ -13,19 +13,14 @@
 
 
 struct GLFWwindow;
 struct GLFWwindow;
 
 
-IMGUI_API bool        ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
-IMGUI_API void        ImGui_ImplGlfwGL3_Shutdown();
-IMGUI_API void        ImGui_ImplGlfwGL3_NewFrame();
-IMGUI_API void        ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void        ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplGlfwGL3_CreateDeviceObjects();
+IMGUI_API bool        ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
+IMGUI_API void        ImGui_ImplGlfw_Shutdown();
+IMGUI_API void        ImGui_ImplGlfw_NewFrame();
 
 
 // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
 // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
 // Provided here if you want to chain callbacks.
 // Provided here if you want to chain callbacks.
 // You can also handle inputs yourself and use those as a reference.
 // You can also handle inputs yourself and use those as a reference.
-IMGUI_API void        ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
-IMGUI_API void        ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
-IMGUI_API void        ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-IMGUI_API void        ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
+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);

+ 40 - 239
examples/opengl3_example/imgui_impl_glfw_gl3.cpp → examples/opengl3_example/imgui_impl_opengl3.cpp

@@ -1,60 +1,33 @@
-// ImGui GLFW binding with OpenGL3 + shaders
-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
-
-// Implemented features:
-//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
-//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
-//  2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
-//  2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
-//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
-//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
-//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
-//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
-//  2017-05-01: OpenGL: Fixed save and restore of current blend function state.
-//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
-//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
-//  2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
-
 #include "imgui.h"
 #include "imgui.h"
-#include "imgui_impl_glfw_gl3.h"
-
-// GL3W/GLFW
-#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 <GLFW/glfw3.h>
-#ifdef _WIN32
-#undef APIENTRY
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include <GLFW/glfw3native.h>
-#endif
-
-// Data
-static GLFWwindow*  g_Window = NULL;
-static double       g_Time = 0.0f;
-static bool         g_MouseJustPressed[3] = { false, false, false };
+#include "imgui_impl_opengl3.h"
+#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.
+
 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;
 static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
 static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
 static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
 static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
 static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
 static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
 
 
+bool    ImGui_ImplOpenGL3_Init()
+{
+    return true;
+}
+
+void    ImGui_ImplOpenGL3_Shutdown()
+{
+    ImGui_ImplOpenGL3_DestroyDeviceObjects();
+}
+
+void    ImGui_ImplOpenGL3_NewFrame()
+{
+    if (!g_FontTexture)
+        ImGui_ImplOpenGL3_CreateDeviceObjects();
+}
+
 // OpenGL3 Render function.
 // OpenGL3 Render function.
 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
 // 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. 
 // 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. 
-void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
+void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 {
 {
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
@@ -100,10 +73,10 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
     const float ortho_projection[4][4] =
     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 },
+        { 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 },
         { 0.0f,                  0.0f,                  -1.0f, 0.0f },
-        {-1.0f,                  1.0f,                   0.0f, 1.0f },
+        { -1.0f,                  1.0f,                   0.0f, 1.0f },
     };
     };
     glUseProgram(g_ShaderHandle);
     glUseProgram(g_ShaderHandle);
     glUniform1i(g_AttribLocationTex, 0);
     glUniform1i(g_AttribLocationTex, 0);
@@ -158,52 +131,7 @@ void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
 }
 }
 
 
-static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
-{
-    return glfwGetClipboardString((GLFWwindow*)user_data);
-}
-
-static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
-{
-    glfwSetClipboardString((GLFWwindow*)user_data, text);
-}
-
-void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
-{
-    if (action == GLFW_PRESS && button >= 0 && button < 3)
-        g_MouseJustPressed[button] = true;
-}
-
-void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    io.MouseWheelH += (float)xoffset;
-    io.MouseWheel += (float)yoffset;
-}
-
-void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    if (action == GLFW_PRESS)
-        io.KeysDown[key] = true;
-    if (action == GLFW_RELEASE)
-        io.KeysDown[key] = false;
-
-    (void)mods; // Modifiers are not reliable across systems
-    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
-    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
-    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
-    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
-}
-
-void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    if (c > 0 && c < 0x10000)
-        io.AddInputCharacter((unsigned short)c);
-}
-
-bool ImGui_ImplGlfwGL3_CreateFontsTexture()
+bool ImGui_ImplOpenGL3_CreateFontsTexture()
 {
 {
     // Build texture atlas
     // Build texture atlas
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
@@ -230,7 +158,18 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture()
     return true;
     return true;
 }
 }
 
 
-bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
+void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+    if (g_FontTexture)
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        glDeleteTextures(1, &g_FontTexture);
+        io.Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
 {
 {
     // Backup GL state
     // Backup GL state
     GLint last_texture, last_array_buffer, last_vertex_array;
     GLint last_texture, last_array_buffer, last_vertex_array;
@@ -238,6 +177,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
 
 
+    // Create shaders
     const GLchar *vertex_shader =
     const GLchar *vertex_shader =
         "#version 150\n"
         "#version 150\n"
         "uniform mat4 ProjMtx;\n"
         "uniform mat4 ProjMtx;\n"
@@ -295,7 +235,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
 
 
-    ImGui_ImplGlfwGL3_CreateFontsTexture();
+    ImGui_ImplOpenGL3_CreateFontsTexture();
 
 
     // Restore modified GL state
     // Restore modified GL state
     glBindTexture(GL_TEXTURE_2D, last_texture);
     glBindTexture(GL_TEXTURE_2D, last_texture);
@@ -305,7 +245,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
     return true;
     return true;
 }
 }
 
 
-void    ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
+void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
 {
 {
     if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
     if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
@@ -323,144 +263,5 @@ void    ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
     g_ShaderHandle = 0;
     g_ShaderHandle = 0;
 
 
-    if (g_FontTexture)
-    {
-        glDeleteTextures(1, &g_FontTexture);
-        ImGui::GetIO().Fonts->TexID = 0;
-        g_FontTexture = 0;
-    }
-}
-
-bool    ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
-{
-    g_Window = 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_PageUp] = GLFW_KEY_PAGE_UP;
-    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
-    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
-    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
-    io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
-    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
-    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
-    io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
-    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.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
-    io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
-    io.ClipboardUserData = g_Window;
-#ifdef _WIN32
-    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
-#endif
-
-    if (install_callbacks)
-    {
-        glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
-        glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
-        glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
-        glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
-    }
-
-    return true;
-}
-
-void ImGui_ImplGlfwGL3_Shutdown()
-{
-    ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
-}
-
-void ImGui_ImplGlfwGL3_NewFrame()
-{
-    if (!g_FontTexture)
-        ImGui_ImplGlfwGL3_CreateDeviceObjects();
-
-    ImGuiIO& io = ImGui::GetIO();
-
-    // Setup display size (every frame to accommodate for window resizing)
-    int w, h;
-    int display_w, display_h;
-    glfwGetWindowSize(g_Window, &w, &h);
-    glfwGetFramebufferSize(g_Window, &display_w, &display_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);
-
-    // Setup time step
-    double current_time =  glfwGetTime();
-    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 glfw callbacks polled in glfwPollEvents())
-    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
-    {
-        if (io.WantMoveMouse)
-        {
-            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)
-        }
-        else
-        {
-            double mouse_x, mouse_y;
-            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
-            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
-        }
-    }
-    else
-    {
-        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
-    }
-
-    for (int i = 0; i < 3; i++)
-    {
-        // 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[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
-        g_MouseJustPressed[i] = false;
-    }
-
-    // Hide OS mouse cursor if ImGui is drawing it
-    glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
-
-    // Gamepad navigation mapping [BETA]
-    memset(io.NavInputs, 0, sizeof(io.NavInputs));
-    if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
-    {
-        // Update gamepad inputs
-        #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
-        #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
-        int axes_count = 0, buttons_count = 0;
-        const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
-        const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
-        MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
-        MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
-        MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
-        MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
-        MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
-        MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
-        MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
-        MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
-        MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
-        MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
-        MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
-        MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
-        MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
-        MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
-        MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
-        MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
-        #undef MAP_BUTTON
-        #undef MAP_ANALOG
-    }
-
-    // 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.
-    ImGui::NewFrame();
+    ImGui_ImplOpenGL3_DestroyFontsTexture();
 }
 }

+ 11 - 0
examples/opengl3_example/imgui_impl_opengl3.h

@@ -0,0 +1,11 @@
+
+IMGUI_API bool  ImGui_ImplOpenGL3_Init();
+IMGUI_API void  ImGui_ImplOpenGL3_Shutdown();
+IMGUI_API void  ImGui_ImplOpenGL3_NewFrame();
+IMGUI_API void  ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_API bool  ImGui_ImplOpenGL3_CreateFontsTexture();
+IMGUI_API void  ImGui_ImplOpenGL3_DestroyFontsTexture();
+IMGUI_API bool  ImGui_ImplOpenGL3_CreateDeviceObjects();
+IMGUI_API void  ImGui_ImplOpenGL3_DestroyDeviceObjects();

+ 9 - 5
examples/opengl3_example/main.cpp

@@ -4,7 +4,8 @@
 // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
 // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
 
 
 #include "imgui.h"
 #include "imgui.h"
-#include "imgui_impl_glfw_gl3.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
 #include <stdio.h>
 #include <stdio.h>
 #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.
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
@@ -34,7 +35,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    ImGui_ImplGlfwGL3_Init(window, true);
+    ImGui_ImplGlfw_Init(window, true);
+    ImGui_ImplOpenGL3_Init();
     //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
     //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
     //io.NavFlags |= ImGuiNavFlags_EnableGamepad;   // Enable Gamepad Controls
     //io.NavFlags |= ImGuiNavFlags_EnableGamepad;   // Enable Gamepad Controls
 
 
@@ -69,7 +71,8 @@ int main(int, char**)
         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
         glfwPollEvents();
         glfwPollEvents();
-        ImGui_ImplGlfwGL3_NewFrame();
+        ImGui_ImplOpenGL3_NewFrame();
+        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 automatically appears in a window called "Debug".
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -115,12 +118,13 @@ int main(int, char**)
         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
         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();
-        ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
         glfwSwapBuffers(window);
         glfwSwapBuffers(window);
     }
     }
 
 
     // Cleanup
     // Cleanup
-    ImGui_ImplGlfwGL3_Shutdown();
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
     ImGui::DestroyContext();
     ImGui::DestroyContext();
     glfwTerminate();
     glfwTerminate();
 
 

+ 4 - 2
examples/opengl3_example/opengl3_example.vcxproj

@@ -154,7 +154,8 @@
     <ClCompile Include="..\..\imgui_demo.cpp" />
     <ClCompile Include="..\..\imgui_demo.cpp" />
     <ClCompile Include="..\..\imgui_draw.cpp" />
     <ClCompile Include="..\..\imgui_draw.cpp" />
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
-    <ClCompile Include="imgui_impl_glfw_gl3.cpp" />
+    <ClCompile Include="imgui_impl_glfw.cpp" />
+    <ClCompile Include="imgui_impl_opengl3.cpp" />
     <ClCompile Include="main.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
@@ -163,7 +164,8 @@
     <ClInclude Include="..\..\imgui_internal.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
     <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
     <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
-    <ClInclude Include="imgui_impl_glfw_gl3.h" />
+    <ClInclude Include="imgui_impl_glfw.h" />
+    <ClInclude Include="imgui_impl_opengl3.h" />
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <None Include="..\..\misc\natvis\imgui.natvis" />
     <None Include="..\..\misc\natvis\imgui.natvis" />

+ 12 - 6
examples/opengl3_example/opengl3_example.vcxproj.filters

@@ -19,9 +19,6 @@
     <ClCompile Include="..\..\imgui.cpp">
     <ClCompile Include="..\..\imgui.cpp">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClCompile>
     </ClCompile>
-    <ClCompile Include="imgui_impl_glfw_gl3.cpp">
-      <Filter>sources</Filter>
-    </ClCompile>
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c">
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c">
       <Filter>gl3w</Filter>
       <Filter>gl3w</Filter>
     </ClCompile>
     </ClCompile>
@@ -31,6 +28,12 @@
     <ClCompile Include="..\..\imgui_draw.cpp">
     <ClCompile Include="..\..\imgui_draw.cpp">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClCompile>
     </ClCompile>
+    <ClCompile Include="imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="imgui_impl_glfw.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h">
     <ClInclude Include="..\..\imconfig.h">
@@ -39,9 +42,6 @@
     <ClInclude Include="..\..\imgui.h">
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="imgui_impl_glfw_gl3.h">
-      <Filter>sources</Filter>
-    </ClInclude>
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h">
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h">
       <Filter>gl3w</Filter>
       <Filter>gl3w</Filter>
     </ClInclude>
     </ClInclude>
@@ -51,6 +51,12 @@
     <ClInclude Include="..\..\imgui_internal.h">
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClInclude>
     </ClInclude>
+    <ClInclude Include="imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="imgui_impl_glfw.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <None Include="..\README.txt" />
     <None Include="..\README.txt" />