imgui_impl_sdl_gl3.cpp 21 KB

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  1. // ImGui SDL2 binding with OpenGL3
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  3. // (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.)
  4. // Implemented features:
  5. // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  8. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  13. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  14. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  15. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  16. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  17. // 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.
  18. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  19. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  20. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  21. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  22. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  23. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  24. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  25. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  26. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  27. #include "imgui.h"
  28. #include "imgui_impl_sdl_gl3.h"
  29. // SDL,GL3W
  30. #include <SDL.h>
  31. #include <SDL_syswm.h>
  32. #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.
  33. // Data
  34. static Uint64 g_Time = 0.0f;
  35. static bool g_MousePressed[3] = { false, false, false };
  36. static GLuint g_FontTexture = 0;
  37. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  38. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  39. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  40. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  41. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  42. // 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.
  43. // 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)
  44. void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
  45. {
  46. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  47. ImGuiIO& io = ImGui::GetIO();
  48. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  49. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  50. if (fb_width == 0 || fb_height == 0)
  51. return;
  52. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  53. // Backup GL state
  54. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  55. glActiveTexture(GL_TEXTURE0);
  56. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  57. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  58. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  59. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  60. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  61. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  62. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  63. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  64. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  65. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  66. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  67. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  68. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  69. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  70. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  71. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  72. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  73. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  74. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  75. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  76. glEnable(GL_BLEND);
  77. glBlendEquation(GL_FUNC_ADD);
  78. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  79. glDisable(GL_CULL_FACE);
  80. glDisable(GL_DEPTH_TEST);
  81. glEnable(GL_SCISSOR_TEST);
  82. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  83. // Setup viewport, orthographic projection matrix
  84. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  85. const float ortho_projection[4][4] =
  86. {
  87. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  88. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  89. { 0.0f, 0.0f, -1.0f, 0.0f },
  90. {-1.0f, 1.0f, 0.0f, 1.0f },
  91. };
  92. glUseProgram(g_ShaderHandle);
  93. glUniform1i(g_AttribLocationTex, 0);
  94. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  95. glBindVertexArray(g_VaoHandle);
  96. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  97. for (int n = 0; n < draw_data->CmdListsCount; n++)
  98. {
  99. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  100. const ImDrawIdx* idx_buffer_offset = 0;
  101. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  102. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  103. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  104. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  105. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  106. {
  107. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  108. if (pcmd->UserCallback)
  109. {
  110. pcmd->UserCallback(cmd_list, pcmd);
  111. }
  112. else
  113. {
  114. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  115. 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));
  116. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  117. }
  118. idx_buffer_offset += pcmd->ElemCount;
  119. }
  120. }
  121. // Restore modified GL state
  122. glUseProgram(last_program);
  123. glBindTexture(GL_TEXTURE_2D, last_texture);
  124. glBindSampler(0, last_sampler);
  125. glActiveTexture(last_active_texture);
  126. glBindVertexArray(last_vertex_array);
  127. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  128. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  129. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  130. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  131. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  132. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  133. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  134. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  135. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  136. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  137. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  138. }
  139. static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
  140. {
  141. return SDL_GetClipboardText();
  142. }
  143. static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
  144. {
  145. SDL_SetClipboardText(text);
  146. }
  147. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  148. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  149. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  150. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  151. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  152. {
  153. ImGuiIO& io = ImGui::GetIO();
  154. switch (event->type)
  155. {
  156. case SDL_MOUSEWHEEL:
  157. {
  158. if (event->wheel.x > 0) io.MouseWheelH += 1;
  159. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  160. if (event->wheel.y > 0) io.MouseWheel += 1;
  161. if (event->wheel.y < 0) io.MouseWheel -= 1;
  162. return true;
  163. }
  164. case SDL_MOUSEBUTTONDOWN:
  165. {
  166. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  167. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  168. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  169. return true;
  170. }
  171. case SDL_TEXTINPUT:
  172. {
  173. io.AddInputCharactersUTF8(event->text.text);
  174. return true;
  175. }
  176. case SDL_KEYDOWN:
  177. case SDL_KEYUP:
  178. {
  179. int key = event->key.keysym.scancode;
  180. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  181. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  182. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  183. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  184. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  185. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  186. return true;
  187. }
  188. }
  189. return false;
  190. }
  191. void ImGui_ImplSdlGL3_CreateFontsTexture()
  192. {
  193. // Build texture atlas
  194. ImGuiIO& io = ImGui::GetIO();
  195. unsigned char* pixels;
  196. int width, height;
  197. 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.
  198. // Upload texture to graphics system
  199. GLint last_texture;
  200. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  201. glGenTextures(1, &g_FontTexture);
  202. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  203. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  204. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  205. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  206. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  207. // Store our identifier
  208. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  209. // Restore state
  210. glBindTexture(GL_TEXTURE_2D, last_texture);
  211. }
  212. bool ImGui_ImplSdlGL3_CreateDeviceObjects()
  213. {
  214. // Backup GL state
  215. GLint last_texture, last_array_buffer, last_vertex_array;
  216. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  217. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  218. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  219. const GLchar *vertex_shader =
  220. "#version 150\n"
  221. "uniform mat4 ProjMtx;\n"
  222. "in vec2 Position;\n"
  223. "in vec2 UV;\n"
  224. "in vec4 Color;\n"
  225. "out vec2 Frag_UV;\n"
  226. "out vec4 Frag_Color;\n"
  227. "void main()\n"
  228. "{\n"
  229. " Frag_UV = UV;\n"
  230. " Frag_Color = Color;\n"
  231. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  232. "}\n";
  233. const GLchar* fragment_shader =
  234. "#version 150\n"
  235. "uniform sampler2D Texture;\n"
  236. "in vec2 Frag_UV;\n"
  237. "in vec4 Frag_Color;\n"
  238. "out vec4 Out_Color;\n"
  239. "void main()\n"
  240. "{\n"
  241. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  242. "}\n";
  243. g_ShaderHandle = glCreateProgram();
  244. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  245. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  246. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  247. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  248. glCompileShader(g_VertHandle);
  249. glCompileShader(g_FragHandle);
  250. glAttachShader(g_ShaderHandle, g_VertHandle);
  251. glAttachShader(g_ShaderHandle, g_FragHandle);
  252. glLinkProgram(g_ShaderHandle);
  253. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  254. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  255. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  256. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  257. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  258. glGenBuffers(1, &g_VboHandle);
  259. glGenBuffers(1, &g_ElementsHandle);
  260. glGenVertexArrays(1, &g_VaoHandle);
  261. glBindVertexArray(g_VaoHandle);
  262. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  263. glEnableVertexAttribArray(g_AttribLocationPosition);
  264. glEnableVertexAttribArray(g_AttribLocationUV);
  265. glEnableVertexAttribArray(g_AttribLocationColor);
  266. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  267. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  268. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  269. ImGui_ImplSdlGL3_CreateFontsTexture();
  270. // Restore modified GL state
  271. glBindTexture(GL_TEXTURE_2D, last_texture);
  272. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  273. glBindVertexArray(last_vertex_array);
  274. return true;
  275. }
  276. void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
  277. {
  278. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  279. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  280. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  281. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  282. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  283. if (g_VertHandle) glDeleteShader(g_VertHandle);
  284. g_VertHandle = 0;
  285. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  286. if (g_FragHandle) glDeleteShader(g_FragHandle);
  287. g_FragHandle = 0;
  288. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  289. g_ShaderHandle = 0;
  290. if (g_FontTexture)
  291. {
  292. glDeleteTextures(1, &g_FontTexture);
  293. ImGui::GetIO().Fonts->TexID = 0;
  294. g_FontTexture = 0;
  295. }
  296. }
  297. bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
  298. {
  299. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  300. ImGuiIO& io = ImGui::GetIO();
  301. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  302. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  303. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  304. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  305. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  306. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  307. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  308. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  309. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  310. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  311. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  312. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  313. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  314. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  315. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  316. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  317. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  318. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  319. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  320. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  321. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  322. io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  323. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  324. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  325. io.ClipboardUserData = NULL;
  326. #ifdef _WIN32
  327. SDL_SysWMinfo wmInfo;
  328. SDL_VERSION(&wmInfo.version);
  329. SDL_GetWindowWMInfo(window, &wmInfo);
  330. io.ImeWindowHandle = wmInfo.info.win.window;
  331. #else
  332. (void)window;
  333. #endif
  334. return true;
  335. }
  336. void ImGui_ImplSdlGL3_Shutdown()
  337. {
  338. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  339. }
  340. void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
  341. {
  342. if (!g_FontTexture)
  343. ImGui_ImplSdlGL3_CreateDeviceObjects();
  344. ImGuiIO& io = ImGui::GetIO();
  345. // Setup display size (every frame to accommodate for window resizing)
  346. int w, h;
  347. int display_w, display_h;
  348. SDL_GetWindowSize(window, &w, &h);
  349. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  350. io.DisplaySize = ImVec2((float)w, (float)h);
  351. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  352. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  353. static Uint64 frequency = SDL_GetPerformanceFrequency();
  354. Uint64 current_time = SDL_GetPerformanceCounter();
  355. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  356. g_Time = current_time;
  357. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  358. int mx, my;
  359. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  360. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  361. 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.
  362. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  363. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  364. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  365. // 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)
  366. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  367. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  368. io.MousePos = ImVec2((float)mx, (float)my);
  369. bool any_mouse_button_down = false;
  370. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  371. any_mouse_button_down |= io.MouseDown[n];
  372. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  373. SDL_CaptureMouse(SDL_TRUE);
  374. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  375. SDL_CaptureMouse(SDL_FALSE);
  376. #else
  377. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  378. io.MousePos = ImVec2((float)mx, (float)my);
  379. #endif
  380. // Hide OS mouse cursor if ImGui is drawing it
  381. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  382. // 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.
  383. ImGui::NewFrame();
  384. }