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Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw

omar 7 years ago
parent
commit
c8a9969511

+ 1 - 1
examples/opengl3_example/imgui_impl_glfw.cpp → examples/imgui_impl_glfw.cpp

@@ -36,7 +36,7 @@
 #ifdef _WIN32
 #undef APIENTRY
 #define GLFW_EXPOSE_NATIVE_WIN32
-#include <GLFW/glfw3native.h>
+#include <GLFW/glfw3native.h> // for glfwGetWin32Window
 #endif
 
 // Data

+ 0 - 0
examples/opengl3_example/imgui_impl_glfw.h → examples/imgui_impl_glfw.h


+ 174 - 0
examples/imgui_impl_opengl2.cpp

@@ -0,0 +1,174 @@
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the opengl3_example/ folder**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver. 
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+
+// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
+#if defined(_WIN32) && !defined(APIENTRY)
+#define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
+#endif
+#if defined(_WIN32) && !defined(WINGDIAPI)
+#define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this
+#endif
+#if defined(__APPLE__)
+#include <OpenGL/gl.h>
+#else
+#include <GL/GL.h>
+#endif
+
+// Data
+static GLuint       g_FontTexture = 0;
+
+// Functions
+bool    ImGui_ImplOpenGL2_Init()
+{
+    return true;
+}
+
+void    ImGui_ImplOpenGL2_Shutdown()
+{
+    ImGui_ImplOpenGL2_DestroyDeviceObjects();
+}
+
+void    ImGui_ImplOpenGL2_NewFrame()
+{
+    if (!g_FontTexture)
+        ImGui_ImplOpenGL2_CreateDeviceObjects();
+}
+
+// OpenGL2 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)
+// 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_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
+{
+    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+    ImGuiIO& io = ImGui::GetIO();
+    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+    if (fb_width == 0 || fb_height == 0)
+        return;
+    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
+
+    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
+    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
+    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    glDisable(GL_CULL_FACE);
+    glDisable(GL_DEPTH_TEST);
+    glEnable(GL_SCISSOR_TEST);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+    glEnable(GL_TEXTURE_2D);
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+
+    // Setup viewport, orthographic projection matrix
+    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
+
+    // Render command lists
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
+        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
+        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
+
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            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);
+            }
+            idx_buffer += pcmd->ElemCount;
+        }
+    }
+
+    // Restore modified state
+    glDisableClientState(GL_COLOR_ARRAY);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glPopAttrib();
+    glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
+    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+}
+
+bool ImGui_ImplOpenGL2_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+    // 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);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
+
+    // Restore state
+    glBindTexture(GL_TEXTURE_2D, last_texture);
+
+    return true;
+}
+
+void ImGui_ImplOpenGL2_DestroyFontsTexture()
+{
+    if (g_FontTexture)
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        glDeleteTextures(1, &g_FontTexture);
+        io.Fonts->TexID = 0;
+        g_FontTexture = 0;
+    }
+}
+
+bool    ImGui_ImplOpenGL2_CreateDeviceObjects()
+{
+    return ImGui_ImplOpenGL2_CreateFontsTexture();
+}
+
+void    ImGui_ImplOpenGL2_DestroyDeviceObjects()
+{
+    ImGui_ImplOpenGL2_DestroyFontsTexture();
+}

+ 11 - 0
examples/imgui_impl_opengl2.h

@@ -0,0 +1,11 @@
+
+IMGUI_API bool  ImGui_ImplOpenGL2_Init();
+IMGUI_API void  ImGui_ImplOpenGL2_Shutdown();
+IMGUI_API void  ImGui_ImplOpenGL2_NewFrame();
+IMGUI_API void  ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_API bool  ImGui_ImplOpenGL2_CreateFontsTexture();
+IMGUI_API void  ImGui_ImplOpenGL2_DestroyFontsTexture();
+IMGUI_API bool  ImGui_ImplOpenGL2_CreateDeviceObjects();
+IMGUI_API void  ImGui_ImplOpenGL2_DestroyDeviceObjects();

+ 5 - 3
examples/opengl3_example/imgui_impl_opengl3.cpp → examples/imgui_impl_opengl3.cpp

@@ -2,12 +2,14 @@
 #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.
 
+// Data
 static GLuint       g_FontTexture = 0;
 static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
 static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
 static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
 static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
 
+// Functions
 bool    ImGui_ImplOpenGL3_Init()
 {
     return true;
@@ -73,10 +75,10 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     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 },
+        { 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 },
+        { -1.0f,                 1.0f,                   0.0f, 1.0f },
     };
     glUseProgram(g_ShaderHandle);
     glUniform1i(g_AttribLocationTex, 0);

+ 0 - 0
examples/opengl3_example/imgui_impl_opengl3.h → examples/imgui_impl_opengl3.h


+ 0 - 321
examples/opengl2_example/imgui_impl_glfw_gl2.cpp

@@ -1,321 +0,0 @@
-// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-
-// Implemented features:
-//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-// **Prefer using the code in the opengl3_example/ folder**
-// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
-// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
-// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-// confuse your GPU driver. 
-// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
-
-// 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_ImplGlfwGL2_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: 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.
-//  2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
-//  2017-09-01: OpenGL: 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).
-//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
-//  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
-//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
-
-#include "imgui.h"
-#include "imgui_impl_glfw_gl2.h"
-
-// GLFW
-#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 };
-static GLuint       g_FontTexture = 0;
-
-// OpenGL2 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)
-// 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_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data)
-{
-    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
-    ImGuiIO& io = ImGui::GetIO();
-    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
-    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
-    if (fb_width == 0 || fb_height == 0)
-        return;
-    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
-
-    // We are using the OpenGL fixed pipeline to make the example code simpler to read!
-    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
-    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
-    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
-    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
-    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 
-    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
-    glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    glDisable(GL_CULL_FACE);
-    glDisable(GL_DEPTH_TEST);
-    glEnable(GL_SCISSOR_TEST);
-    glEnableClientState(GL_VERTEX_ARRAY);
-    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-    glEnableClientState(GL_COLOR_ARRAY);
-    glEnable(GL_TEXTURE_2D);
-    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-    //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
-
-    // Setup viewport, orthographic projection matrix
-    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
-    glMatrixMode(GL_PROJECTION);
-    glPushMatrix();
-    glLoadIdentity();
-    glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
-    glMatrixMode(GL_MODELVIEW);
-    glPushMatrix();
-    glLoadIdentity();
-
-    // Render command lists
-    for (int n = 0; n < draw_data->CmdListsCount; n++)
-    {
-        const ImDrawList* cmd_list = draw_data->CmdLists[n];
-        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
-        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
-        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
-        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
-        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
-
-        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
-        {
-            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
-            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);
-            }
-            idx_buffer += pcmd->ElemCount;
-        }
-    }
-
-    // Restore modified state
-    glDisableClientState(GL_COLOR_ARRAY);
-    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-    glDisableClientState(GL_VERTEX_ARRAY);
-    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
-    glMatrixMode(GL_MODELVIEW);
-    glPopMatrix();
-    glMatrixMode(GL_PROJECTION);
-    glPopMatrix();
-    glPopAttrib();
-    glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
-    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
-    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
-}
-
-static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
-{
-    return glfwGetClipboardString((GLFWwindow*)user_data);
-}
-
-static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
-{
-    glfwSetClipboardString((GLFWwindow*)user_data, text);
-}
-
-void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
-{
-    if (action == GLFW_PRESS && button >= 0 && button < 3)
-        g_MouseJustPressed[button] = true;
-}
-
-void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    io.MouseWheelH += (float)xoffset;
-    io.MouseWheel += (float)yoffset;
-}
-
-void ImGui_ImplGlfwGL2_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_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    if (c > 0 && c < 0x10000)
-        io.AddInputCharacter((unsigned short)c);
-}
-
-bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
-{
-    // Build texture atlas
-    ImGuiIO& io = ImGui::GetIO();
-    unsigned char* pixels;
-    int width, height;
-    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
-
-    // 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);
-    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-    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;
-
-    // Restore state
-    glBindTexture(GL_TEXTURE_2D, last_texture);
-
-    return true;
-}
-
-void    ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
-{
-    if (g_FontTexture)
-    {
-        glDeleteTextures(1, &g_FontTexture);
-        ImGui::GetIO().Fonts->TexID = 0;
-        g_FontTexture = 0;
-    }
-}
-
-bool    ImGui_ImplGlfwGL2_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_ImplGlfwGL2_SetClipboardText;
-    io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
-    io.ClipboardUserData = g_Window;
-#ifdef _WIN32
-    io.ImeWindowHandle = glfwGetWin32Window(g_Window);
-#endif
-
-    if (install_callbacks)
-    {
-        glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
-        glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
-        glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
-        glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
-    }
-
-    return true;
-}
-
-void ImGui_ImplGlfwGL2_Shutdown()
-{
-    ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
-}
-
-void ImGui_ImplGlfwGL2_NewFrame()
-{
-    if (!g_FontTexture)
-        ImGui_ImplGlfwGL2_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);
-
-    // 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();
-}

+ 0 - 32
examples/opengl2_example/imgui_impl_glfw_gl2.h

@@ -1,32 +0,0 @@
-// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-
-// Implemented features:
-//  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-// **Prefer using the code in the opengl3_example/ folder**
-// See imgui_impl_glfw.cpp for details.
-
-// 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
-
-struct GLFWwindow;
-
-IMGUI_API bool        ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
-IMGUI_API void        ImGui_ImplGlfwGL2_Shutdown();
-IMGUI_API void        ImGui_ImplGlfwGL2_NewFrame();
-IMGUI_API void        ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void        ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplGlfwGL2_CreateDeviceObjects();
-
-// 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);

+ 9 - 5
examples/opengl2_example/main.cpp

@@ -7,7 +7,8 @@
 // See imgui_impl_glfw.cpp for details.
 
 #include "imgui.h"
-#include "imgui_impl_glfw_gl2.h"
+#include "../imgui_impl_glfw.h"
+#include "../imgui_impl_opengl2.h"
 #include <stdio.h>
 #include <GLFW/glfw3.h>
 
@@ -29,7 +30,8 @@ int main(int, char**)
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    ImGui_ImplGlfwGL2_Init(window, true);
+    ImGui_ImplGlfw_Init(window, true);
+    ImGui_ImplOpenGL2_Init();
     //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
 
     // Setup style
@@ -63,7 +65,8 @@ int main(int, char**)
         // - 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.
         glfwPollEvents();
-        ImGui_ImplGlfwGL2_NewFrame();
+        ImGui_ImplOpenGL2_NewFrame();
+        ImGui_ImplGlfw_NewFrame();
 
         // 1. Show a simple window.
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -110,12 +113,13 @@ int main(int, char**)
         glClear(GL_COLOR_BUFFER_BIT);
         //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
         ImGui::Render();
-        ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData());
+        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
         glfwSwapBuffers(window);
     }
 
     // Cleanup
-    ImGui_ImplGlfwGL2_Shutdown();
+    ImGui_ImplOpenGL2_Shutdown();
+    ImGui_ImplGlfw_Shutdown();
     ImGui::DestroyContext();
     glfwTerminate();
 

+ 4 - 2
examples/opengl2_example/opengl2_example.vcxproj

@@ -153,14 +153,16 @@
     <ClCompile Include="..\..\imgui.cpp" />
     <ClCompile Include="..\..\imgui_demo.cpp" />
     <ClCompile Include="..\..\imgui_draw.cpp" />
-    <ClCompile Include="imgui_impl_glfw_gl2.cpp" />
+    <ClCompile Include="..\imgui_impl_glfw.cpp" />
+    <ClCompile Include="..\imgui_impl_opengl2.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
-    <ClInclude Include="imgui_impl_glfw_gl2.h" />
+    <ClInclude Include="..\imgui_impl_glfw.h" />
+    <ClInclude Include="..\imgui_impl_opengl2.h" />
   </ItemGroup>
   <ItemGroup>
     <None Include="..\..\misc\natvis\imgui.natvis" />

+ 12 - 6
examples/opengl2_example/opengl2_example.vcxproj.filters

@@ -16,15 +16,18 @@
     <ClCompile Include="..\..\imgui.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
-    <ClCompile Include="imgui_impl_glfw_gl2.cpp">
-      <Filter>sources</Filter>
-    </ClCompile>
     <ClCompile Include="..\..\imgui_demo.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
     <ClCompile Include="..\..\imgui_draw.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
+    <ClCompile Include="..\imgui_impl_glfw.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_opengl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h">
@@ -33,12 +36,15 @@
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_glfw_gl2.h">
-      <Filter>sources</Filter>
-    </ClInclude>
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
     </ClInclude>
+    <ClInclude Include="..\imgui_impl_glfw.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\imgui_impl_opengl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <None Include="..\README.txt" />

+ 2 - 2
examples/opengl3_example/main.cpp

@@ -4,8 +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.)
 
 #include "imgui.h"
-#include "imgui_impl_glfw.h"
-#include "imgui_impl_opengl3.h"
+#include "../imgui_impl_glfw.h"
+#include "../imgui_impl_opengl3.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 <GLFW/glfw3.h>

+ 4 - 4
examples/opengl3_example/opengl3_example.vcxproj

@@ -153,19 +153,19 @@
     <ClCompile Include="..\..\imgui.cpp" />
     <ClCompile Include="..\..\imgui_demo.cpp" />
     <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\imgui_impl_glfw.cpp" />
+    <ClCompile Include="..\imgui_impl_opengl3.cpp" />
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
-    <ClCompile Include="imgui_impl_glfw.cpp" />
-    <ClCompile Include="imgui_impl_opengl3.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\imgui_impl_glfw.h" />
+    <ClInclude Include="..\imgui_impl_opengl3.h" />
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
     <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
-    <ClInclude Include="imgui_impl_glfw.h" />
-    <ClInclude Include="imgui_impl_opengl3.h" />
   </ItemGroup>
   <ItemGroup>
     <None Include="..\..\misc\natvis\imgui.natvis" />

+ 4 - 4
examples/opengl3_example/opengl3_example.vcxproj.filters

@@ -28,10 +28,10 @@
     <ClCompile Include="..\..\imgui_draw.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
-    <ClCompile Include="imgui_impl_opengl3.cpp">
+    <ClCompile Include="..\imgui_impl_glfw.cpp">
       <Filter>sources</Filter>
     </ClCompile>
-    <ClCompile Include="imgui_impl_glfw.cpp">
+    <ClCompile Include="..\imgui_impl_opengl3.cpp">
       <Filter>sources</Filter>
     </ClCompile>
   </ItemGroup>
@@ -51,10 +51,10 @@
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_opengl3.h">
+    <ClInclude Include="..\imgui_impl_glfw.h">
       <Filter>sources</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_glfw.h">
+    <ClInclude Include="..\imgui_impl_opengl3.h">
       <Filter>sources</Filter>
     </ClInclude>
   </ItemGroup>