imgui_impl_glfw_gl3.cpp 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502
  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.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  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. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  14. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  15. // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
  16. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
  17. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  18. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  19. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  20. // 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  21. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  22. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  23. // 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)
  24. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  25. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  26. // 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
  27. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  28. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  29. // 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  30. #include "imgui.h"
  31. #include "imgui_impl_glfw_gl3.h"
  32. // GL3W/GLFW
  33. #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.
  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. // GLFW 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 GLFWcursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  46. // OpenGL3 data
  47. static GLuint g_FontTexture = 0;
  48. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  49. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  50. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  51. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  52. // OpenGL3 Render function.
  53. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  54. // 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.
  55. void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
  56. {
  57. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  58. ImGuiIO& io = ImGui::GetIO();
  59. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  60. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  61. if (fb_width == 0 || fb_height == 0)
  62. return;
  63. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  64. // Backup GL state
  65. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  66. glActiveTexture(GL_TEXTURE0);
  67. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  68. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  69. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  70. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  71. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  72. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  73. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  74. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  75. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  76. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  77. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  78. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  79. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  80. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  81. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  82. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  83. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  84. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  85. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  86. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  87. glEnable(GL_BLEND);
  88. glBlendEquation(GL_FUNC_ADD);
  89. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  90. glDisable(GL_CULL_FACE);
  91. glDisable(GL_DEPTH_TEST);
  92. glEnable(GL_SCISSOR_TEST);
  93. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  94. // Setup viewport, orthographic projection matrix
  95. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  96. const float ortho_projection[4][4] =
  97. {
  98. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  99. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  100. { 0.0f, 0.0f, -1.0f, 0.0f },
  101. {-1.0f, 1.0f, 0.0f, 1.0f },
  102. };
  103. glUseProgram(g_ShaderHandle);
  104. glUniform1i(g_AttribLocationTex, 0);
  105. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  106. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  107. // Recreate the VAO every time
  108. // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
  109. GLuint vao_handle = 0;
  110. glGenVertexArrays(1, &vao_handle);
  111. glBindVertexArray(vao_handle);
  112. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  113. glEnableVertexAttribArray(g_AttribLocationPosition);
  114. glEnableVertexAttribArray(g_AttribLocationUV);
  115. glEnableVertexAttribArray(g_AttribLocationColor);
  116. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  117. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  118. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  119. // Draw
  120. for (int n = 0; n < draw_data->CmdListsCount; n++)
  121. {
  122. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  123. const ImDrawIdx* idx_buffer_offset = 0;
  124. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  125. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  126. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  127. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  128. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  129. {
  130. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  131. if (pcmd->UserCallback)
  132. {
  133. pcmd->UserCallback(cmd_list, pcmd);
  134. }
  135. else
  136. {
  137. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  138. 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));
  139. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  140. }
  141. idx_buffer_offset += pcmd->ElemCount;
  142. }
  143. }
  144. glDeleteVertexArrays(1, &vao_handle);
  145. // Restore modified GL state
  146. glUseProgram(last_program);
  147. glBindTexture(GL_TEXTURE_2D, last_texture);
  148. glBindSampler(0, last_sampler);
  149. glActiveTexture(last_active_texture);
  150. glBindVertexArray(last_vertex_array);
  151. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  152. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  153. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  154. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  155. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  156. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  157. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  158. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  159. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  160. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  161. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  162. }
  163. static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
  164. {
  165. return glfwGetClipboardString((GLFWwindow*)user_data);
  166. }
  167. static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
  168. {
  169. glfwSetClipboardString((GLFWwindow*)user_data, text);
  170. }
  171. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  172. {
  173. if (action == GLFW_PRESS && button >= 0 && button < 3)
  174. g_MouseJustPressed[button] = true;
  175. }
  176. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  177. {
  178. ImGuiIO& io = ImGui::GetIO();
  179. io.MouseWheelH += (float)xoffset;
  180. io.MouseWheel += (float)yoffset;
  181. }
  182. void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  183. {
  184. ImGuiIO& io = ImGui::GetIO();
  185. if (action == GLFW_PRESS)
  186. io.KeysDown[key] = true;
  187. if (action == GLFW_RELEASE)
  188. io.KeysDown[key] = false;
  189. (void)mods; // Modifiers are not reliable across systems
  190. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  191. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  192. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  193. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  194. }
  195. void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
  196. {
  197. ImGuiIO& io = ImGui::GetIO();
  198. if (c > 0 && c < 0x10000)
  199. io.AddInputCharacter((unsigned short)c);
  200. }
  201. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  202. {
  203. // Build texture atlas
  204. ImGuiIO& io = ImGui::GetIO();
  205. unsigned char* pixels;
  206. int width, height;
  207. 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.
  208. // Upload texture to graphics system
  209. GLint last_texture;
  210. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  211. glGenTextures(1, &g_FontTexture);
  212. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  213. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  214. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  215. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  216. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  217. // Store our identifier
  218. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  219. // Restore state
  220. glBindTexture(GL_TEXTURE_2D, last_texture);
  221. return true;
  222. }
  223. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  224. {
  225. // Backup GL state
  226. GLint last_texture, last_array_buffer, last_vertex_array;
  227. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  228. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  229. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  230. const GLchar *vertex_shader =
  231. "#version 150\n"
  232. "uniform mat4 ProjMtx;\n"
  233. "in vec2 Position;\n"
  234. "in vec2 UV;\n"
  235. "in vec4 Color;\n"
  236. "out vec2 Frag_UV;\n"
  237. "out vec4 Frag_Color;\n"
  238. "void main()\n"
  239. "{\n"
  240. " Frag_UV = UV;\n"
  241. " Frag_Color = Color;\n"
  242. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  243. "}\n";
  244. const GLchar* fragment_shader =
  245. "#version 150\n"
  246. "uniform sampler2D Texture;\n"
  247. "in vec2 Frag_UV;\n"
  248. "in vec4 Frag_Color;\n"
  249. "out vec4 Out_Color;\n"
  250. "void main()\n"
  251. "{\n"
  252. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  253. "}\n";
  254. g_ShaderHandle = glCreateProgram();
  255. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  256. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  257. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  258. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  259. glCompileShader(g_VertHandle);
  260. glCompileShader(g_FragHandle);
  261. glAttachShader(g_ShaderHandle, g_VertHandle);
  262. glAttachShader(g_ShaderHandle, g_FragHandle);
  263. glLinkProgram(g_ShaderHandle);
  264. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  265. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  266. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  267. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  268. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  269. glGenBuffers(1, &g_VboHandle);
  270. glGenBuffers(1, &g_ElementsHandle);
  271. ImGui_ImplGlfwGL3_CreateFontsTexture();
  272. // Restore modified GL state
  273. glBindTexture(GL_TEXTURE_2D, last_texture);
  274. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  275. glBindVertexArray(last_vertex_array);
  276. return true;
  277. }
  278. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  279. {
  280. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  281. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  282. g_VboHandle = g_ElementsHandle = 0;
  283. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  284. if (g_VertHandle) glDeleteShader(g_VertHandle);
  285. g_VertHandle = 0;
  286. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  287. if (g_FragHandle) glDeleteShader(g_FragHandle);
  288. g_FragHandle = 0;
  289. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  290. g_ShaderHandle = 0;
  291. if (g_FontTexture)
  292. {
  293. glDeleteTextures(1, &g_FontTexture);
  294. ImGui::GetIO().Fonts->TexID = 0;
  295. g_FontTexture = 0;
  296. }
  297. }
  298. static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  299. {
  300. glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  301. glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  302. glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  303. glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  304. }
  305. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
  306. {
  307. g_Window = window;
  308. ImGuiIO& io = ImGui::GetIO();
  309. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  310. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  311. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  312. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  313. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  314. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  315. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  316. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  317. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  318. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  319. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  320. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  321. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  322. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  323. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  324. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  325. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  326. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  327. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  328. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  329. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  330. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  331. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  332. io.ClipboardUserData = g_Window;
  333. #ifdef _WIN32
  334. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  335. #endif
  336. // Load cursors
  337. // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
  338. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  339. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  340. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  341. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  342. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  343. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  344. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  345. if (install_callbacks)
  346. ImGui_ImplGlfw_InstallCallbacks(window);
  347. return true;
  348. }
  349. void ImGui_ImplGlfwGL3_Shutdown()
  350. {
  351. // Destroy GLFW mouse cursors
  352. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  353. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  354. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  355. // Destroy OpenGL objects
  356. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  357. }
  358. void ImGui_ImplGlfwGL3_NewFrame()
  359. {
  360. if (!g_FontTexture)
  361. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  362. ImGuiIO& io = ImGui::GetIO();
  363. // Setup display size (every frame to accommodate for window resizing)
  364. int w, h;
  365. int display_w, display_h;
  366. glfwGetWindowSize(g_Window, &w, &h);
  367. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  368. io.DisplaySize = ImVec2((float)w, (float)h);
  369. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  370. // Setup time step
  371. double current_time = glfwGetTime();
  372. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  373. g_Time = current_time;
  374. // Setup inputs
  375. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  376. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  377. {
  378. if (io.WantMoveMouse)
  379. {
  380. 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)
  381. }
  382. else
  383. {
  384. double mouse_x, mouse_y;
  385. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  386. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  387. }
  388. }
  389. else
  390. {
  391. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  392. }
  393. for (int i = 0; i < 3; i++)
  394. {
  395. // 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.
  396. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  397. g_MouseJustPressed[i] = false;
  398. }
  399. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  400. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  401. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  402. {
  403. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  404. }
  405. else
  406. {
  407. glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  408. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  409. }
  410. // Gamepad navigation mapping [BETA]
  411. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  412. if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
  413. {
  414. // Update gamepad inputs
  415. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  416. #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; }
  417. int axes_count = 0, buttons_count = 0;
  418. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  419. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  420. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  421. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  422. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  423. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  424. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  425. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  426. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  427. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  428. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  429. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  430. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  431. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  432. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  433. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  434. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  435. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  436. #undef MAP_BUTTON
  437. #undef MAP_ANALOG
  438. }
  439. // 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.
  440. ImGui::NewFrame();
  441. }