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Examples: SDL: Extracted into imgui_impl_sdl.*, reused imgui_impl_opengl* files.

omar 7 سال پیش
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کامیت
ef521d1e0b

+ 30 - 159
examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp → examples/imgui_impl_sdl2.cpp

@@ -1,17 +1,10 @@
-// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
+// ImGui SDL2 binding with OpenGL3
 // (SDL 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.
 
-// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-// **Prefer using the code in the sdl_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.
@@ -20,7 +13,7 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
-//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
+//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_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.
 //  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
@@ -28,114 +21,33 @@
 //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
 //  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
 //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
-//  2017-09-01: OpenGL: Save and restore current polygon mode.
+//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+//  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 func state.
+//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
 //  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.
 //  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
 
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+
+// SDL,GL3W
 #include <SDL.h>
 #include <SDL_syswm.h>
-#include <SDL_opengl.h>
-#include "imgui.h"
-#include "imgui_impl_sdl_gl2.h"
 
 // Data
 static Uint64       g_Time = 0;
 static bool         g_MousePressed[3] = { false, false, false };
-static GLuint       g_FontTexture = 0;
-static SDL_Cursor*  g_SdlCursors[ImGuiMouseCursor_Count_] = { 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_ImplSdlGL2_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 SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
 
-static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
+static const char* ImGui_ImplSDL2_GetClipboardText(void*)
 {
     return SDL_GetClipboardText();
 }
 
-static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
+static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
 {
     SDL_SetClipboardText(text);
 }
@@ -144,7 +56,7 @@ static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
 // - When io.WantCaptureMouse is true, do not dispatch mouse 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.
-bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
+bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
 {
     ImGuiIO& io = ImGui::GetIO();
     switch (event->type)
@@ -185,44 +97,7 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
     return false;
 }
 
-bool ImGui_ImplSdlGL2_CreateDeviceObjects()
-{
-    // Build texture atlas
-    ImGuiIO& io = ImGui::GetIO();
-    unsigned char* pixels;
-    int width, height;
-    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
-
-    // 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_ALPHA, width, height, 0, GL_ALPHA, 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_ImplSdlGL2_InvalidateDeviceObjects()
-{
-    if (g_FontTexture)
-    {
-        glDeleteTextures(1, &g_FontTexture);
-        ImGui::GetIO().Fonts->TexID = 0;
-        g_FontTexture = 0;
-    }
-}
-
-bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
+bool    ImGui_ImplSDL2_Init(SDL_Window* window)
 {
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
     ImGuiIO& io = ImGui::GetIO();
@@ -248,17 +123,17 @@ bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
     io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
     io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
 
-    io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
-    io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
+    io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
+    io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
     io.ClipboardUserData = NULL;
 
-    g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
-    g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
-    g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
-    g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
-    g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
-    g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
-    g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
+    g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+    g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+    g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+    g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
+    g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
 
 #ifdef _WIN32
     SDL_SysWMinfo wmInfo;
@@ -272,20 +147,16 @@ bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
     return true;
 }
 
-void ImGui_ImplSdlGL2_Shutdown()
+void ImGui_ImplSDL2_Shutdown()
 {
-    ImGui_ImplSdlGL2_InvalidateDeviceObjects();
-
     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
-        SDL_FreeCursor(g_SdlCursors[cursor_n]);
+        SDL_FreeCursor(g_MouseCursors[cursor_n]);
 }
 
-void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
+void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
 {
-    if (!g_FontTexture)
-        ImGui_ImplSdlGL2_CreateDeviceObjects();
-
     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 (every frame to accommodate for window resizing)
     int w, h;
@@ -334,7 +205,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
     }
     else
     {
-        SDL_SetCursor(g_SdlCursors[cursor]);
+        SDL_SetCursor(g_MouseCursors[cursor]);
         SDL_ShowCursor(1);
     }
 

+ 4 - 9
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h → examples/imgui_impl_sdl2.h

@@ -13,12 +13,7 @@
 struct SDL_Window;
 typedef union SDL_Event SDL_Event;
 
-IMGUI_API bool        ImGui_ImplSdlGL3_Init(SDL_Window* window);
-IMGUI_API void        ImGui_ImplSdlGL3_Shutdown();
-IMGUI_API void        ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
-IMGUI_API void        ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
-IMGUI_API bool        ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void        ImGui_ImplSdlGL3_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplSdlGL3_CreateDeviceObjects();
+IMGUI_API bool        ImGui_ImplSDL2_Init(SDL_Window* window);
+IMGUI_API void        ImGui_ImplSDL2_Shutdown();
+IMGUI_API void        ImGui_ImplSDL2_NewFrame(SDL_Window* window);
+IMGUI_API bool        ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);

+ 0 - 27
examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h

@@ -1,27 +0,0 @@
-// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
-// (SDL 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 sdl_opengl3_example/ folder**
-// See imgui_impl_sdl.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 SDL_Window;
-typedef union SDL_Event SDL_Event;
-
-IMGUI_API bool        ImGui_ImplSdlGL2_Init(SDL_Window* window);
-IMGUI_API void        ImGui_ImplSdlGL2_Shutdown();
-IMGUI_API void        ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
-IMGUI_API void        ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data);
-IMGUI_API bool        ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void        ImGui_ImplSdlGL2_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplSdlGL2_CreateDeviceObjects();

+ 10 - 6
examples/sdl_opengl2_example/main.cpp

@@ -7,7 +7,8 @@
 // See imgui_impl_sdl.cpp for details.
 
 #include "imgui.h"
-#include "imgui_impl_sdl_gl2.h"
+#include "../imgui_impl_sdl2.h"
+#include "../imgui_impl_opengl2.h"
 #include <stdio.h>
 #include <SDL.h>
 #include <SDL_opengl.h>
@@ -36,7 +37,8 @@ int main(int, char**)
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    ImGui_ImplSdlGL2_Init(window);
+    ImGui_ImplSDL2_Init(window);
+    ImGui_ImplOpenGL2_Init();
     //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
 
     // Setup style
@@ -73,11 +75,12 @@ int main(int, char**)
         SDL_Event event;
         while (SDL_PollEvent(&event))
         {
-            ImGui_ImplSdlGL2_ProcessEvent(&event);
+            ImGui_ImplSDL2_ProcessEvent(&event);
             if (event.type == SDL_QUIT)
                 done = true;
         }
-        ImGui_ImplSdlGL2_NewFrame(window);
+        ImGui_ImplOpenGL2_NewFrame();
+        ImGui_ImplSDL2_NewFrame(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".
@@ -122,12 +125,13 @@ 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
         ImGui::Render();
-        ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData());
+        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
         SDL_GL_SwapWindow(window);
     }
 
     // Cleanup
-    ImGui_ImplSdlGL2_Shutdown();
+    ImGui_ImplOpenGL2_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
     ImGui::DestroyContext();
 
     SDL_GL_DeleteContext(glcontext);

+ 4 - 2
examples/sdl_opengl2_example/sdl_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_sdl_gl2.cpp" />
+    <ClCompile Include="..\imgui_impl_opengl2.cpp" />
+    <ClCompile Include="..\imgui_impl_sdl2.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
-    <ClInclude Include="imgui_impl_sdl_gl2.h" />
+    <ClInclude Include="..\imgui_impl_opengl2.h" />
+    <ClInclude Include="..\imgui_impl_sdl2.h" />
   </ItemGroup>
   <ItemGroup>
     <None Include="..\..\misc\natvis\imgui.natvis" />

+ 8 - 2
examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj.filters

@@ -22,7 +22,10 @@
     <ClCompile Include="main.cpp">
       <Filter>sources</Filter>
     </ClCompile>
-    <ClCompile Include="imgui_impl_sdl_gl2.cpp">
+    <ClCompile Include="..\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_opengl2.cpp">
       <Filter>sources</Filter>
     </ClCompile>
   </ItemGroup>
@@ -36,7 +39,10 @@
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_sdl_gl2.h">
+    <ClInclude Include="..\imgui_impl_opengl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\imgui_impl_sdl2.h">
       <Filter>sources</Filter>
     </ClInclude>
   </ItemGroup>

+ 0 - 457
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@@ -1,457 +0,0 @@
-// ImGui SDL2 binding with OpenGL3
-// (SDL 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.
-
-// 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: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
-//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_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.
-//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
-//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. 
-//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
-//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
-//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
-//  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 func state.
-//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
-//  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.
-//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
-
-#include "imgui.h"
-#include "imgui_impl_sdl_gl3.h"
-
-// SDL,GL3W
-#include <SDL.h>
-#include <SDL_syswm.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 Uint64       g_Time = 0;
-static bool         g_MousePressed[3] = { false, false, false };
-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;
-static SDL_Cursor*  g_SdlCursors[ImGuiMouseCursor_Count_] = { 0 };
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// 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. 
-// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-void ImGui_ImplSdlGL3_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);
-
-    // Backup GL state
-    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
-    glActiveTexture(GL_TEXTURE0);
-    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
-    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
-    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
-    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_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);
-    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
-    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
-    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
-    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
-    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
-    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
-    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, polygon fill
-    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);
-    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
-    // Setup viewport, 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);
-    glBindSampler(0, 0); // Rely on combined texture/sampler state.
-
-    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), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
-
-        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
-        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
-
-        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_offset);
-            }
-            idx_buffer_offset += pcmd->ElemCount;
-        }
-    }
-
-    // Restore modified GL state
-    glUseProgram(last_program);
-    glBindTexture(GL_TEXTURE_2D, last_texture);
-    glBindSampler(0, last_sampler);
-    glActiveTexture(last_active_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);
-    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
-    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);
-    glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
-    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_ImplSdlGL3_GetClipboardText(void*)
-{
-    return SDL_GetClipboardText();
-}
-
-static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
-{
-    SDL_SetClipboardText(text);
-}
-
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse 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.
-bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    switch (event->type)
-    {
-    case SDL_MOUSEWHEEL:
-        {
-            if (event->wheel.x > 0) io.MouseWheelH += 1;
-            if (event->wheel.x < 0) io.MouseWheelH -= 1;
-            if (event->wheel.y > 0) io.MouseWheel += 1;
-            if (event->wheel.y < 0) io.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:
-        {
-            io.AddInputCharactersUTF8(event->text.text);
-            return true;
-        }
-    case SDL_KEYDOWN:
-    case SDL_KEYUP:
-        {
-            int key = event->key.keysym.scancode;
-            IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
-            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);
-            io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
-            return true;
-        }
-    }
-    return false;
-}
-
-void ImGui_ImplSdlGL3_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 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);
-    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);
-}
-
-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 150\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 150\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);
-
-    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
-    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));
-
-    ImGui_ImplSdlGL3_CreateFontsTexture();
-
-    // Restore modified GL state
-    glBindTexture(GL_TEXTURE_2D, last_texture);
-    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
-    glBindVertexArray(last_vertex_array);
-
-    return true;
-}
-
-void    ImGui_ImplSdlGL3_InvalidateDeviceObjects()
-{
-    if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
-    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
-    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
-    g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
-
-    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
-    if (g_VertHandle) glDeleteShader(g_VertHandle);
-    g_VertHandle = 0;
-
-    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
-    if (g_FragHandle) glDeleteShader(g_FragHandle);
-    g_FragHandle = 0;
-
-    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
-    g_ShaderHandle = 0;
-
-    if (g_FontTexture)
-    {
-        glDeleteTextures(1, &g_FontTexture);
-        ImGui::GetIO().Fonts->TexID = 0;
-        g_FontTexture = 0;
-    }
-}
-
-bool    ImGui_ImplSdlGL3_Init(SDL_Window* window)
-{
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
-    ImGuiIO& io = ImGui::GetIO();
-    io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
-    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_Insert] = SDL_SCANCODE_INSERT;
-    io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
-    io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
-    io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
-    io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
-    io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
-    io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
-    io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
-    io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
-    io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
-    io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
-    io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
-
-    io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
-    io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
-    io.ClipboardUserData = NULL;
-
-    g_SdlCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
-    g_SdlCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
-    g_SdlCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
-    g_SdlCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
-    g_SdlCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
-    g_SdlCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
-    g_SdlCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
-
-#ifdef _WIN32
-    SDL_SysWMinfo wmInfo;
-    SDL_VERSION(&wmInfo.version);
-    SDL_GetWindowWMInfo(window, &wmInfo);
-    io.ImeWindowHandle = wmInfo.info.win.window;
-#else
-    (void)window;
-#endif
-
-    return true;
-}
-
-void ImGui_ImplSdlGL3_Shutdown()
-{
-    ImGui_ImplSdlGL3_InvalidateDeviceObjects();
-
-    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
-        SDL_FreeCursor(g_SdlCursors[cursor_n]);
-}
-
-void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
-{
-    if (!g_FontTexture)
-        ImGui_ImplSdlGL3_CreateDeviceObjects();
-
-    ImGuiIO& io = ImGui::GetIO();
-
-    // Setup display size (every frame to accommodate for window resizing)
-    int w, h;
-    int display_w, display_h;
-    SDL_GetWindowSize(window, &w, &h);
-    SDL_GL_GetDrawableSize(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 (we don't use SDL_GetTicks() because it is using millisecond resolution)
-    static Uint64 frequency = SDL_GetPerformanceFrequency();
-    Uint64 current_time = SDL_GetPerformanceCounter();
-    io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
-    g_Time = current_time;
-
-    // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
-    int mx, my;
-    Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
-    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
-    io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & 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] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
-    io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
-    g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
-
-    // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
-#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)   
-    if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
-        io.MousePos = ImVec2((float)mx, (float)my);
-    bool any_mouse_button_down = false;
-    for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
-        any_mouse_button_down |= io.MouseDown[n];
-    if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
-        SDL_CaptureMouse(SDL_TRUE);
-    if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
-        SDL_CaptureMouse(SDL_FALSE);
-#else
-    if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
-        io.MousePos = ImVec2((float)mx, (float)my);
-#endif
-
-    // Hide OS mouse cursor if ImGui is drawing it
-    ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
-    if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
-    {
-        SDL_ShowCursor(0);
-    }
-    else
-    {
-        SDL_SetCursor(g_SdlCursors[cursor]);
-        SDL_ShowCursor(1);
-    }
-
-    // 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();
-}

+ 10 - 6
examples/sdl_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.)
 
 #include "imgui.h"
-#include "imgui_impl_sdl_gl3.h"
+#include "../imgui_impl_sdl2.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 <SDL.h>
@@ -36,7 +37,8 @@ int main(int, char**)
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    ImGui_ImplSdlGL3_Init(window);
+    ImGui_ImplSDL2_Init(window);
+    ImGui_ImplOpenGL3_Init();
     //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
 
     // Setup style
@@ -73,11 +75,12 @@ int main(int, char**)
         SDL_Event event;
         while (SDL_PollEvent(&event))
         {
-            ImGui_ImplSdlGL3_ProcessEvent(&event);
+            ImGui_ImplSDL2_ProcessEvent(&event);
             if (event.type == SDL_QUIT)
                 done = true;
         }
-        ImGui_ImplSdlGL3_NewFrame(window);
+        ImGui_ImplOpenGL3_NewFrame();
+        ImGui_ImplSDL2_NewFrame(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".
@@ -121,12 +124,13 @@ int main(int, char**)
         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
         glClear(GL_COLOR_BUFFER_BIT);
         ImGui::Render();
-        ImGui_ImplSdlGL3_RenderDrawData(ImGui::GetDrawData());
+        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
         SDL_GL_SwapWindow(window);
     }
 
     // Cleanup
-    ImGui_ImplSdlGL3_Shutdown();
+    ImGui_ImplOpenGL3_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
     ImGui::DestroyContext();
 
     SDL_GL_DeleteContext(glcontext);

+ 4 - 2
examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj

@@ -153,17 +153,19 @@
     <ClCompile Include="..\..\imgui.cpp" />
     <ClCompile Include="..\..\imgui_demo.cpp" />
     <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\imgui_impl_opengl3.cpp" />
+    <ClCompile Include="..\imgui_impl_sdl2.cpp" />
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
-    <ClCompile Include="imgui_impl_sdl_gl3.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\imgui_impl_opengl3.h" />
+    <ClInclude Include="..\imgui_impl_sdl2.h" />
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
     <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
-    <ClInclude Include="imgui_impl_sdl_gl3.h" />
   </ItemGroup>
   <ItemGroup>
     <None Include="..\..\misc\natvis\imgui.natvis" />

+ 12 - 6
examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj.filters

@@ -22,15 +22,18 @@
     <ClCompile Include="..\..\imgui_draw.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
-    <ClCompile Include="imgui_impl_sdl_gl3.cpp">
-      <Filter>sources</Filter>
-    </ClCompile>
     <ClCompile Include="main.cpp">
       <Filter>sources</Filter>
     </ClCompile>
     <ClCompile Include="..\libs\gl3w\GL\gl3w.c">
       <Filter>gl3w</Filter>
     </ClCompile>
+    <ClCompile Include="..\imgui_impl_opengl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_sdl2.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h">
@@ -42,15 +45,18 @@
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_sdl_gl3.h">
-      <Filter>sources</Filter>
-    </ClInclude>
     <ClInclude Include="..\libs\gl3w\GL\gl3w.h">
       <Filter>gl3w</Filter>
     </ClInclude>
     <ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
       <Filter>gl3w</Filter>
     </ClInclude>
+    <ClInclude Include="..\imgui_impl_opengl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\imgui_impl_sdl2.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <None Include="..\README.txt" />