imgui_impl_glfw.cpp 8.8 KB

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  1. // ImGui GLFW binding with OpenGL
  2. // https://github.com/ocornut/imgui
  3. #include <imgui.h>
  4. #include "imgui_impl_glfw.h"
  5. // GLFW
  6. #include <GLFW/glfw3.h>
  7. #ifdef _MSC_VER
  8. #undef APIENTRY
  9. #define GLFW_EXPOSE_NATIVE_WIN32
  10. #define GLFW_EXPOSE_NATIVE_WGL
  11. #include <GLFW/glfw3native.h>
  12. #endif
  13. // Data
  14. static GLFWwindow* g_Window = NULL;
  15. static double g_Time = 0.0f;
  16. static bool g_MousePressed[3] = { false, false, false };
  17. static float g_MouseWheel = 0.0f;
  18. static bool g_FontTextureLoaded = false;
  19. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  20. // If text or lines are blurry when integrating ImGui in your engine:
  21. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  22. static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  23. {
  24. if (cmd_lists_count == 0)
  25. return;
  26. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  27. // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
  28. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
  29. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  30. glEnable(GL_BLEND);
  31. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  32. glDisable(GL_CULL_FACE);
  33. glDisable(GL_DEPTH_TEST);
  34. glEnable(GL_SCISSOR_TEST);
  35. glEnableClientState(GL_VERTEX_ARRAY);
  36. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  37. glEnableClientState(GL_COLOR_ARRAY);
  38. glEnable(GL_TEXTURE_2D);
  39. // Setup orthographic projection matrix
  40. const float width = ImGui::GetIO().DisplaySize.x;
  41. const float height = ImGui::GetIO().DisplaySize.y;
  42. glMatrixMode(GL_PROJECTION);
  43. glPushMatrix();
  44. glLoadIdentity();
  45. glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
  46. glMatrixMode(GL_MODELVIEW);
  47. glPushMatrix();
  48. glLoadIdentity();
  49. // Render command lists
  50. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  51. for (int n = 0; n < cmd_lists_count; n++)
  52. {
  53. const ImDrawList* cmd_list = cmd_lists[n];
  54. const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
  55. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
  56. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
  57. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
  58. int vtx_offset = 0;
  59. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  60. {
  61. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  62. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
  63. glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
  64. glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
  65. vtx_offset += pcmd->vtx_count;
  66. }
  67. }
  68. #undef OFFSETOF
  69. // Restore modified state
  70. glDisableClientState(GL_COLOR_ARRAY);
  71. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  72. glDisableClientState(GL_VERTEX_ARRAY);
  73. glMatrixMode(GL_MODELVIEW);
  74. glPopMatrix();
  75. glMatrixMode(GL_PROJECTION);
  76. glPopMatrix();
  77. glPopAttrib();
  78. }
  79. static const char* ImGui_ImplGlfw_GetClipboardText()
  80. {
  81. return glfwGetClipboardString(g_Window);
  82. }
  83. static void ImGui_ImplGlfw_SetClipboardText(const char* text)
  84. {
  85. glfwSetClipboardString(g_Window, text);
  86. }
  87. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
  88. {
  89. if (action == GLFW_PRESS && button >= 0 && button < 3)
  90. g_MousePressed[button] = true;
  91. }
  92. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
  93. {
  94. g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
  95. }
  96. void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
  97. {
  98. ImGuiIO& io = ImGui::GetIO();
  99. if (action == GLFW_PRESS)
  100. io.KeysDown[key] = true;
  101. if (action == GLFW_RELEASE)
  102. io.KeysDown[key] = false;
  103. io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
  104. io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
  105. }
  106. void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
  107. {
  108. ImGuiIO& io = ImGui::GetIO();
  109. if (c > 0 && c < 0x10000)
  110. io.AddInputCharacter((unsigned short)c);
  111. }
  112. void ImGui_ImplGlfw_InitFontsTexture()
  113. {
  114. ImGuiIO& io = ImGui::GetIO();
  115. unsigned char* pixels;
  116. int width, height;
  117. io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
  118. GLuint tex_id;
  119. glGenTextures(1, &tex_id);
  120. glBindTexture(GL_TEXTURE_2D, tex_id);
  121. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  122. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  123. glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
  124. // Store our identifier
  125. io.Fonts->TexID = (void *)(intptr_t)tex_id;
  126. g_FontTextureLoaded = true;
  127. }
  128. bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
  129. {
  130. g_Window = window;
  131. ImGuiIO& io = ImGui::GetIO();
  132. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  133. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  134. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  135. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  136. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  137. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  138. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  139. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  140. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  141. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  142. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  143. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  144. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  145. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  146. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  147. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  148. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  149. io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists;
  150. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
  151. io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
  152. #ifdef _MSC_VER
  153. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  154. #endif
  155. if (install_callbacks)
  156. {
  157. glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  158. glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  159. glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
  160. glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  161. }
  162. return true;
  163. }
  164. void ImGui_ImplGlfw_Shutdown()
  165. {
  166. if (GLuint tex_id = (GLuint)(intptr_t)ImGui::GetIO().Fonts->TexID)
  167. {
  168. glDeleteTextures(1, &tex_id);
  169. ImGui::GetIO().Fonts->TexID = 0;
  170. }
  171. ImGui::Shutdown();
  172. }
  173. void ImGui_ImplGlfw_NewFrame()
  174. {
  175. if (!g_FontTextureLoaded)
  176. ImGui_ImplGlfw_InitFontsTexture();
  177. ImGuiIO& io = ImGui::GetIO();
  178. // Setup display size (every frame to accommodate for window resizing)
  179. int w, h;
  180. int display_w, display_h;
  181. glfwGetWindowSize(g_Window, &w, &h);
  182. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  183. io.DisplaySize = ImVec2((float)display_w, (float)display_h);
  184. // Setup time step
  185. double current_time = glfwGetTime();
  186. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  187. g_Time = current_time;
  188. // Setup inputs
  189. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  190. double mouse_x, mouse_y;
  191. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  192. mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
  193. mouse_y *= (float)display_h / h;
  194. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  195. io.MouseDown[0] = g_MousePressed[0] || glfwGetMouseButton(g_Window, GLFW_MOUSE_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.
  196. io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
  197. io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
  198. g_MousePressed[0] = false;
  199. g_MousePressed[1] = false;
  200. g_MousePressed[2] = false;
  201. io.MouseWheel = g_MouseWheel;
  202. g_MouseWheel = 0.0f;
  203. // Start the frame
  204. ImGui::NewFrame();
  205. }