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- // ImGui GLFW binding with OpenGL
- // https://github.com/ocornut/imgui
- #include <imgui.h>
- #include "imgui_impl_glfw.h"
- // GLFW
- #include <GLFW/glfw3.h>
- #ifdef _MSC_VER
- #undef APIENTRY
- #define GLFW_EXPOSE_NATIVE_WIN32
- #define GLFW_EXPOSE_NATIVE_WGL
- #include <GLFW/glfw3native.h>
- #endif
- // Data
- static GLFWwindow* g_Window = NULL;
- static double g_Time = 0.0f;
- static bool g_MousePressed[3] = { false, false, false };
- static float g_MouseWheel = 0.0f;
- static bool g_FontTextureLoaded = false;
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // 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)
- static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
- {
- if (cmd_lists_count == 0)
- return;
- // We are using the OpenGL fixed pipeline to make the example code simpler to read!
- // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_2D);
- // Setup orthographic projection matrix
- const float width = ImGui::GetIO().DisplaySize.x;
- const float height = ImGui::GetIO().DisplaySize.y;
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- // Render command lists
- #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
- int vtx_offset = 0;
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
- 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));
- glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
- vtx_offset += pcmd->vtx_count;
- }
- }
- #undef OFFSETOF
- // Restore modified state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- }
- static const char* ImGui_ImplGlfw_GetClipboardText()
- {
- return glfwGetClipboardString(g_Window);
- }
- static void ImGui_ImplGlfw_SetClipboardText(const char* text)
- {
- glfwSetClipboardString(g_Window, text);
- }
- void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
- {
- if (action == GLFW_PRESS && button >= 0 && button < 3)
- g_MousePressed[button] = true;
- }
- void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
- {
- g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
- }
- void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
- {
- ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
- io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
- io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
- }
- void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
- {
- ImGuiIO& io = ImGui::GetIO();
- if (c > 0 && c < 0x10000)
- io.AddInputCharacter((unsigned short)c);
- }
- void ImGui_ImplGlfw_InitFontsTexture()
- {
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
- GLuint tex_id;
- glGenTextures(1, &tex_id);
- glBindTexture(GL_TEXTURE_2D, tex_id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)tex_id;
- g_FontTextureLoaded = true;
- }
- bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
- {
- g_Window = window;
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
- io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists;
- io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- #ifdef _MSC_VER
- io.ImeWindowHandle = glfwGetWin32Window(g_Window);
- #endif
- if (install_callbacks)
- {
- glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
- glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- }
- return true;
- }
- void ImGui_ImplGlfw_Shutdown()
- {
- if (GLuint tex_id = (GLuint)(intptr_t)ImGui::GetIO().Fonts->TexID)
- {
- glDeleteTextures(1, &tex_id);
- ImGui::GetIO().Fonts->TexID = 0;
- }
- ImGui::Shutdown();
- }
- void ImGui_ImplGlfw_NewFrame()
- {
- if (!g_FontTextureLoaded)
- ImGui_ImplGlfw_InitFontsTexture();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(g_Window, &w, &h);
- glfwGetFramebufferSize(g_Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)display_w, (float)display_h);
- // Setup time step
- double current_time = glfwGetTime();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
- g_Time = current_time;
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
- double mouse_x, mouse_y;
- glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
- mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
- mouse_y *= (float)display_h / h;
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- 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.
- io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
- io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
- g_MousePressed[0] = false;
- g_MousePressed[1] = false;
- g_MousePressed[2] = false;
- io.MouseWheel = g_MouseWheel;
- g_MouseWheel = 0.0f;
- // Start the frame
- ImGui::NewFrame();
- }
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