imgui_impl_glfw_gl2.cpp 14 KB

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  1. // ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
  2. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  3. // Implemented features:
  4. // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in the opengl3_example/ folder**
  7. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  8. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  9. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  10. // confuse your GPU driver.
  11. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  12. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  13. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  14. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  15. // https://github.com/ocornut/imgui
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name.
  19. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  20. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  21. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  22. // 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
  23. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  24. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  25. // 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
  26. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  27. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  28. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  29. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  30. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  31. #include "imgui.h"
  32. #include "imgui_impl_glfw_gl2.h"
  33. // GLFW
  34. #include <GLFW/glfw3.h>
  35. #ifdef _WIN32
  36. #undef APIENTRY
  37. #define GLFW_EXPOSE_NATIVE_WIN32
  38. #define GLFW_EXPOSE_NATIVE_WGL
  39. #include <GLFW/glfw3native.h>
  40. #endif
  41. // Data
  42. static GLFWwindow* g_Window = NULL;
  43. static double g_Time = 0.0f;
  44. static bool g_MouseJustPressed[3] = { false, false, false };
  45. static GLuint g_FontTexture = 0;
  46. // OpenGL2 Render function.
  47. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  48. // 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.
  49. void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data)
  50. {
  51. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  52. ImGuiIO& io = ImGui::GetIO();
  53. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  54. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  55. if (fb_width == 0 || fb_height == 0)
  56. return;
  57. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  58. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  59. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  60. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  61. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  62. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  63. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  64. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  65. glEnable(GL_BLEND);
  66. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  67. glDisable(GL_CULL_FACE);
  68. glDisable(GL_DEPTH_TEST);
  69. glEnable(GL_SCISSOR_TEST);
  70. glEnableClientState(GL_VERTEX_ARRAY);
  71. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  72. glEnableClientState(GL_COLOR_ARRAY);
  73. glEnable(GL_TEXTURE_2D);
  74. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  75. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  76. // Setup viewport, orthographic projection matrix
  77. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  78. glMatrixMode(GL_PROJECTION);
  79. glPushMatrix();
  80. glLoadIdentity();
  81. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  82. glMatrixMode(GL_MODELVIEW);
  83. glPushMatrix();
  84. glLoadIdentity();
  85. // Render command lists
  86. for (int n = 0; n < draw_data->CmdListsCount; n++)
  87. {
  88. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  89. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  90. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  91. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  92. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  93. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  94. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  95. {
  96. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  97. if (pcmd->UserCallback)
  98. {
  99. pcmd->UserCallback(cmd_list, pcmd);
  100. }
  101. else
  102. {
  103. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  104. 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));
  105. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  106. }
  107. idx_buffer += pcmd->ElemCount;
  108. }
  109. }
  110. // Restore modified state
  111. glDisableClientState(GL_COLOR_ARRAY);
  112. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  113. glDisableClientState(GL_VERTEX_ARRAY);
  114. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  115. glMatrixMode(GL_MODELVIEW);
  116. glPopMatrix();
  117. glMatrixMode(GL_PROJECTION);
  118. glPopMatrix();
  119. glPopAttrib();
  120. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  121. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  122. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  123. }
  124. static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
  125. {
  126. return glfwGetClipboardString((GLFWwindow*)user_data);
  127. }
  128. static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
  129. {
  130. glfwSetClipboardString((GLFWwindow*)user_data, text);
  131. }
  132. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  133. {
  134. if (action == GLFW_PRESS && button >= 0 && button < 3)
  135. g_MouseJustPressed[button] = true;
  136. }
  137. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  138. {
  139. ImGuiIO& io = ImGui::GetIO();
  140. io.MouseWheelH += (float)xoffset;
  141. io.MouseWheel += (float)yoffset;
  142. }
  143. void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  144. {
  145. ImGuiIO& io = ImGui::GetIO();
  146. if (action == GLFW_PRESS)
  147. io.KeysDown[key] = true;
  148. if (action == GLFW_RELEASE)
  149. io.KeysDown[key] = false;
  150. (void)mods; // Modifiers are not reliable across systems
  151. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  152. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  153. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  154. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  155. }
  156. void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
  157. {
  158. ImGuiIO& io = ImGui::GetIO();
  159. if (c > 0 && c < 0x10000)
  160. io.AddInputCharacter((unsigned short)c);
  161. }
  162. bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
  163. {
  164. // Build texture atlas
  165. ImGuiIO& io = ImGui::GetIO();
  166. unsigned char* pixels;
  167. int width, height;
  168. 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.
  169. // Upload texture to graphics system
  170. GLint last_texture;
  171. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  172. glGenTextures(1, &g_FontTexture);
  173. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  174. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  175. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  176. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  177. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  178. // Store our identifier
  179. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  180. // Restore state
  181. glBindTexture(GL_TEXTURE_2D, last_texture);
  182. return true;
  183. }
  184. void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
  185. {
  186. if (g_FontTexture)
  187. {
  188. glDeleteTextures(1, &g_FontTexture);
  189. ImGui::GetIO().Fonts->TexID = 0;
  190. g_FontTexture = 0;
  191. }
  192. }
  193. static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  194. {
  195. glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  196. glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  197. glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  198. glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  199. }
  200. bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
  201. {
  202. g_Window = window;
  203. ImGuiIO& io = ImGui::GetIO();
  204. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  205. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  206. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  207. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  208. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  209. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  210. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  211. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  212. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  213. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  214. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  215. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  216. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  217. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  218. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  219. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  220. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  221. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  222. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  223. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  224. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  225. io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
  226. io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
  227. io.ClipboardUserData = g_Window;
  228. #ifdef _WIN32
  229. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  230. #endif
  231. if (install_callbacks)
  232. ImGui_ImplGlfw_InstallCallbacks(window);
  233. return true;
  234. }
  235. void ImGui_ImplGlfwGL2_Shutdown()
  236. {
  237. ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
  238. }
  239. void ImGui_ImplGlfwGL2_NewFrame()
  240. {
  241. if (!g_FontTexture)
  242. ImGui_ImplGlfwGL2_CreateDeviceObjects();
  243. ImGuiIO& io = ImGui::GetIO();
  244. // Setup display size (every frame to accommodate for window resizing)
  245. int w, h;
  246. int display_w, display_h;
  247. glfwGetWindowSize(g_Window, &w, &h);
  248. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  249. io.DisplaySize = ImVec2((float)w, (float)h);
  250. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  251. // Setup time step
  252. double current_time = glfwGetTime();
  253. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  254. g_Time = current_time;
  255. // Setup inputs
  256. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  257. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  258. {
  259. if (io.WantMoveMouse)
  260. {
  261. 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)
  262. }
  263. else
  264. {
  265. double mouse_x, mouse_y;
  266. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  267. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  268. }
  269. }
  270. else
  271. {
  272. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  273. }
  274. for (int i = 0; i < 3; i++)
  275. {
  276. // 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.
  277. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  278. g_MouseJustPressed[i] = false;
  279. }
  280. // Hide OS mouse cursor if ImGui is drawing it
  281. glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
  282. // 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.
  283. ImGui::NewFrame();
  284. }