imgui_impl_glfw_gl3.cpp 22 KB

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  1. // ImGui GLFW binding with OpenGL3 + shaders
  2. // (GLFW 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. // [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  9. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
  14. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
  15. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  16. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  17. // 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set.
  18. // 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
  19. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  20. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  21. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
  22. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  23. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  24. // 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
  25. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  26. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  27. // 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  28. #include "imgui.h"
  29. #include "imgui_impl_glfw_gl3.h"
  30. // GL3W/GLFW
  31. #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.
  32. #include <GLFW/glfw3.h>
  33. #ifdef _WIN32
  34. #undef APIENTRY
  35. #define GLFW_EXPOSE_NATIVE_WIN32
  36. #define GLFW_EXPOSE_NATIVE_WGL
  37. #include <GLFW/glfw3native.h>
  38. #endif
  39. // Data
  40. static GLFWwindow* g_Window = NULL;
  41. static double g_Time = 0.0f;
  42. static bool g_MouseJustPressed[3] = { false, false, false };
  43. static GLuint g_FontTexture = 0;
  44. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  45. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  46. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  47. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  48. // OpenGL3 Render function.
  49. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  50. // 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.
  51. void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
  52. {
  53. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  54. ImGuiIO& io = ImGui::GetIO();
  55. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  56. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  57. if (fb_width == 0 || fb_height == 0)
  58. return;
  59. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  60. // Backup GL state
  61. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  62. glActiveTexture(GL_TEXTURE0);
  63. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  64. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  65. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  66. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  67. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  68. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  69. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  70. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  71. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  72. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  73. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  74. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  75. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  76. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  77. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  78. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  79. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  80. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  81. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  82. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  83. glEnable(GL_BLEND);
  84. glBlendEquation(GL_FUNC_ADD);
  85. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  86. glDisable(GL_CULL_FACE);
  87. glDisable(GL_DEPTH_TEST);
  88. glEnable(GL_SCISSOR_TEST);
  89. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  90. // Setup viewport, orthographic projection matrix
  91. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  92. const float ortho_projection[4][4] =
  93. {
  94. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  95. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  96. { 0.0f, 0.0f, -1.0f, 0.0f },
  97. {-1.0f, 1.0f, 0.0f, 1.0f },
  98. };
  99. glUseProgram(g_ShaderHandle);
  100. glUniform1i(g_AttribLocationTex, 0);
  101. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  102. glBindVertexArray(g_VaoHandle);
  103. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  104. for (int n = 0; n < draw_data->CmdListsCount; n++)
  105. {
  106. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  107. const ImDrawIdx* idx_buffer_offset = 0;
  108. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  109. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  110. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  111. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  112. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  113. {
  114. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  115. if (pcmd->UserCallback)
  116. {
  117. pcmd->UserCallback(cmd_list, pcmd);
  118. }
  119. else
  120. {
  121. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  122. 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));
  123. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  124. }
  125. idx_buffer_offset += pcmd->ElemCount;
  126. }
  127. }
  128. // Restore modified GL state
  129. glUseProgram(last_program);
  130. glBindTexture(GL_TEXTURE_2D, last_texture);
  131. glBindSampler(0, last_sampler);
  132. glActiveTexture(last_active_texture);
  133. glBindVertexArray(last_vertex_array);
  134. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  135. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  136. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  137. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  138. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  139. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  140. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  141. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  142. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  143. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  144. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  145. }
  146. static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
  147. {
  148. return glfwGetClipboardString((GLFWwindow*)user_data);
  149. }
  150. static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
  151. {
  152. glfwSetClipboardString((GLFWwindow*)user_data, text);
  153. }
  154. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  155. {
  156. if (action == GLFW_PRESS && button >= 0 && button < 3)
  157. g_MouseJustPressed[button] = true;
  158. }
  159. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  160. {
  161. ImGuiIO& io = ImGui::GetIO();
  162. io.MouseWheelH += (float)xoffset;
  163. io.MouseWheel += (float)yoffset;
  164. }
  165. void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  166. {
  167. ImGuiIO& io = ImGui::GetIO();
  168. if (action == GLFW_PRESS)
  169. io.KeysDown[key] = true;
  170. if (action == GLFW_RELEASE)
  171. io.KeysDown[key] = false;
  172. (void)mods; // Modifiers are not reliable across systems
  173. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  174. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  175. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  176. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  177. }
  178. void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
  179. {
  180. ImGuiIO& io = ImGui::GetIO();
  181. if (c > 0 && c < 0x10000)
  182. io.AddInputCharacter((unsigned short)c);
  183. }
  184. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  185. {
  186. // Build texture atlas
  187. ImGuiIO& io = ImGui::GetIO();
  188. unsigned char* pixels;
  189. int width, height;
  190. 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.
  191. // Upload texture to graphics system
  192. GLint last_texture;
  193. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  194. glGenTextures(1, &g_FontTexture);
  195. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  196. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  197. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  198. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  199. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  200. // Store our identifier
  201. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  202. // Restore state
  203. glBindTexture(GL_TEXTURE_2D, last_texture);
  204. return true;
  205. }
  206. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  207. {
  208. // Backup GL state
  209. GLint last_texture, last_array_buffer, last_vertex_array;
  210. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  211. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  212. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  213. const GLchar *vertex_shader =
  214. "#version 150\n"
  215. "uniform mat4 ProjMtx;\n"
  216. "in vec2 Position;\n"
  217. "in vec2 UV;\n"
  218. "in vec4 Color;\n"
  219. "out vec2 Frag_UV;\n"
  220. "out vec4 Frag_Color;\n"
  221. "void main()\n"
  222. "{\n"
  223. " Frag_UV = UV;\n"
  224. " Frag_Color = Color;\n"
  225. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  226. "}\n";
  227. const GLchar* fragment_shader =
  228. "#version 150\n"
  229. "uniform sampler2D Texture;\n"
  230. "in vec2 Frag_UV;\n"
  231. "in vec4 Frag_Color;\n"
  232. "out vec4 Out_Color;\n"
  233. "void main()\n"
  234. "{\n"
  235. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  236. "}\n";
  237. g_ShaderHandle = glCreateProgram();
  238. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  239. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  240. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  241. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  242. glCompileShader(g_VertHandle);
  243. glCompileShader(g_FragHandle);
  244. glAttachShader(g_ShaderHandle, g_VertHandle);
  245. glAttachShader(g_ShaderHandle, g_FragHandle);
  246. glLinkProgram(g_ShaderHandle);
  247. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  248. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  249. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  250. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  251. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  252. glGenBuffers(1, &g_VboHandle);
  253. glGenBuffers(1, &g_ElementsHandle);
  254. glGenVertexArrays(1, &g_VaoHandle);
  255. glBindVertexArray(g_VaoHandle);
  256. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  257. glEnableVertexAttribArray(g_AttribLocationPosition);
  258. glEnableVertexAttribArray(g_AttribLocationUV);
  259. glEnableVertexAttribArray(g_AttribLocationColor);
  260. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  261. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  262. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  263. ImGui_ImplGlfwGL3_CreateFontsTexture();
  264. // Restore modified GL state
  265. glBindTexture(GL_TEXTURE_2D, last_texture);
  266. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  267. glBindVertexArray(last_vertex_array);
  268. return true;
  269. }
  270. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  271. {
  272. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  273. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  274. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  275. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  276. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  277. if (g_VertHandle) glDeleteShader(g_VertHandle);
  278. g_VertHandle = 0;
  279. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  280. if (g_FragHandle) glDeleteShader(g_FragHandle);
  281. g_FragHandle = 0;
  282. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  283. g_ShaderHandle = 0;
  284. if (g_FontTexture)
  285. {
  286. glDeleteTextures(1, &g_FontTexture);
  287. ImGui::GetIO().Fonts->TexID = 0;
  288. g_FontTexture = 0;
  289. }
  290. }
  291. static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  292. {
  293. glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  294. glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  295. glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  296. glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  297. }
  298. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
  299. {
  300. g_Window = window;
  301. ImGuiIO& io = ImGui::GetIO();
  302. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  303. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  304. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  305. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  306. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  307. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  308. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  309. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  310. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  311. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  312. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  313. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  314. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  315. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  316. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  317. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  318. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  319. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  320. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  321. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  322. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  323. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  324. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  325. io.ClipboardUserData = g_Window;
  326. #ifdef _WIN32
  327. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  328. #endif
  329. if (install_callbacks)
  330. ImGui_ImplGlfw_InstallCallbacks(window);
  331. return true;
  332. }
  333. void ImGui_ImplGlfwGL3_Shutdown()
  334. {
  335. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  336. }
  337. void ImGui_ImplGlfwGL3_NewFrame()
  338. {
  339. if (!g_FontTexture)
  340. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  341. ImGuiIO& io = ImGui::GetIO();
  342. // Setup display size (every frame to accommodate for window resizing)
  343. int w, h;
  344. int display_w, display_h;
  345. glfwGetWindowSize(g_Window, &w, &h);
  346. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  347. io.DisplaySize = ImVec2((float)w, (float)h);
  348. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  349. // Setup time step
  350. double current_time = glfwGetTime();
  351. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  352. g_Time = current_time;
  353. // Setup inputs
  354. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  355. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  356. {
  357. if (io.WantMoveMouse)
  358. {
  359. 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)
  360. }
  361. else
  362. {
  363. double mouse_x, mouse_y;
  364. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  365. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  366. }
  367. }
  368. else
  369. {
  370. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  371. }
  372. for (int i = 0; i < 3; i++)
  373. {
  374. // 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.
  375. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  376. g_MouseJustPressed[i] = false;
  377. }
  378. // Hide OS mouse cursor if ImGui is drawing it
  379. glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
  380. // Gamepad navigation mapping [BETA]
  381. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  382. if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
  383. {
  384. // Update gamepad inputs
  385. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  386. #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
  387. int axes_count = 0, buttons_count = 0;
  388. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  389. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  390. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  391. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  392. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  393. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  394. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  395. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  396. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  397. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  398. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  399. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  400. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  401. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  402. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  403. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  404. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  405. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  406. #undef MAP_BUTTON
  407. #undef MAP_ANALOG
  408. }
  409. // 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.
  410. ImGui::NewFrame();
  411. }