imgui_impl_glfw_gl3.cpp 20 KB

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  1. // ImGui GLFW binding with OpenGL3 + shaders
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  4. // (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.)
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  7. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. #include <imgui.h>
  10. #include "imgui_impl_glfw_gl3.h"
  11. // GL3W/GLFW
  12. #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.
  13. #include <GLFW/glfw3.h>
  14. #ifdef _WIN32
  15. #undef APIENTRY
  16. #define GLFW_EXPOSE_NATIVE_WIN32
  17. #define GLFW_EXPOSE_NATIVE_WGL
  18. #include <GLFW/glfw3native.h>
  19. #endif
  20. // Data
  21. static GLFWwindow* g_Window = NULL;
  22. static double g_Time = 0.0f;
  23. static bool g_MouseJustPressed[3] = { false, false, false };
  24. static GLuint g_FontTexture = 0;
  25. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  26. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  27. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  28. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  29. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  30. // 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.
  31. // 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)
  32. void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
  33. {
  34. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  35. ImGuiIO& io = ImGui::GetIO();
  36. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  37. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  38. if (fb_width == 0 || fb_height == 0)
  39. return;
  40. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  41. // Backup GL state
  42. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  43. glActiveTexture(GL_TEXTURE0);
  44. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  45. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  46. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  47. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  48. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  49. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  50. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  51. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  52. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  53. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  54. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  55. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  56. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  57. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  58. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  59. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  60. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  61. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  62. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  63. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  64. glEnable(GL_BLEND);
  65. glBlendEquation(GL_FUNC_ADD);
  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. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  71. // Setup viewport, orthographic projection matrix
  72. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  73. const float ortho_projection[4][4] =
  74. {
  75. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  76. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  77. { 0.0f, 0.0f, -1.0f, 0.0f },
  78. {-1.0f, 1.0f, 0.0f, 1.0f },
  79. };
  80. glUseProgram(g_ShaderHandle);
  81. glUniform1i(g_AttribLocationTex, 0);
  82. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  83. glBindVertexArray(g_VaoHandle);
  84. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  85. for (int n = 0; n < draw_data->CmdListsCount; n++)
  86. {
  87. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  88. const ImDrawIdx* idx_buffer_offset = 0;
  89. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  90. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  91. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  92. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  93. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  94. {
  95. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  96. if (pcmd->UserCallback)
  97. {
  98. pcmd->UserCallback(cmd_list, pcmd);
  99. }
  100. else
  101. {
  102. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  103. 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));
  104. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  105. }
  106. idx_buffer_offset += pcmd->ElemCount;
  107. }
  108. }
  109. // Restore modified GL state
  110. glUseProgram(last_program);
  111. glBindTexture(GL_TEXTURE_2D, last_texture);
  112. glBindSampler(0, last_sampler);
  113. glActiveTexture(last_active_texture);
  114. glBindVertexArray(last_vertex_array);
  115. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  116. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  117. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  118. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  119. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  120. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  121. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  122. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  123. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  124. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  125. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  126. }
  127. static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
  128. {
  129. return glfwGetClipboardString((GLFWwindow*)user_data);
  130. }
  131. static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
  132. {
  133. glfwSetClipboardString((GLFWwindow*)user_data, text);
  134. }
  135. void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  136. {
  137. if (action == GLFW_PRESS && button >= 0 && button < 3)
  138. g_MouseJustPressed[button] = true;
  139. }
  140. void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  141. {
  142. ImGuiIO& io = ImGui::GetIO();
  143. io.MouseWheelH += (float)xoffset;
  144. io.MouseWheel += (float)yoffset;
  145. }
  146. void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  147. {
  148. ImGuiIO& io = ImGui::GetIO();
  149. if (action == GLFW_PRESS)
  150. io.KeysDown[key] = true;
  151. if (action == GLFW_RELEASE)
  152. io.KeysDown[key] = false;
  153. (void)mods; // Modifiers are not reliable across systems
  154. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  155. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  156. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  157. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  158. }
  159. void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
  160. {
  161. ImGuiIO& io = ImGui::GetIO();
  162. if (c > 0 && c < 0x10000)
  163. io.AddInputCharacter((unsigned short)c);
  164. }
  165. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  166. {
  167. // Build texture atlas
  168. ImGuiIO& io = ImGui::GetIO();
  169. unsigned char* pixels;
  170. int width, height;
  171. 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.
  172. // Upload texture to graphics system
  173. GLint last_texture;
  174. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  175. glGenTextures(1, &g_FontTexture);
  176. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  177. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  178. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  179. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  180. // Store our identifier
  181. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  182. // Restore state
  183. glBindTexture(GL_TEXTURE_2D, last_texture);
  184. return true;
  185. }
  186. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  187. {
  188. // Backup GL state
  189. GLint last_texture, last_array_buffer, last_vertex_array;
  190. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  191. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  192. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  193. const GLchar *vertex_shader =
  194. "#version 150\n"
  195. "uniform mat4 ProjMtx;\n"
  196. "in vec2 Position;\n"
  197. "in vec2 UV;\n"
  198. "in vec4 Color;\n"
  199. "out vec2 Frag_UV;\n"
  200. "out vec4 Frag_Color;\n"
  201. "void main()\n"
  202. "{\n"
  203. " Frag_UV = UV;\n"
  204. " Frag_Color = Color;\n"
  205. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  206. "}\n";
  207. const GLchar* fragment_shader =
  208. "#version 150\n"
  209. "uniform sampler2D Texture;\n"
  210. "in vec2 Frag_UV;\n"
  211. "in vec4 Frag_Color;\n"
  212. "out vec4 Out_Color;\n"
  213. "void main()\n"
  214. "{\n"
  215. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  216. "}\n";
  217. g_ShaderHandle = glCreateProgram();
  218. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  219. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  220. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  221. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  222. glCompileShader(g_VertHandle);
  223. glCompileShader(g_FragHandle);
  224. glAttachShader(g_ShaderHandle, g_VertHandle);
  225. glAttachShader(g_ShaderHandle, g_FragHandle);
  226. glLinkProgram(g_ShaderHandle);
  227. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  228. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  229. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  230. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  231. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  232. glGenBuffers(1, &g_VboHandle);
  233. glGenBuffers(1, &g_ElementsHandle);
  234. glGenVertexArrays(1, &g_VaoHandle);
  235. glBindVertexArray(g_VaoHandle);
  236. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  237. glEnableVertexAttribArray(g_AttribLocationPosition);
  238. glEnableVertexAttribArray(g_AttribLocationUV);
  239. glEnableVertexAttribArray(g_AttribLocationColor);
  240. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  241. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  242. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  243. ImGui_ImplGlfwGL3_CreateFontsTexture();
  244. // Restore modified GL state
  245. glBindTexture(GL_TEXTURE_2D, last_texture);
  246. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  247. glBindVertexArray(last_vertex_array);
  248. return true;
  249. }
  250. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  251. {
  252. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  253. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  254. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  255. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  256. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  257. if (g_VertHandle) glDeleteShader(g_VertHandle);
  258. g_VertHandle = 0;
  259. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  260. if (g_FragHandle) glDeleteShader(g_FragHandle);
  261. g_FragHandle = 0;
  262. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  263. g_ShaderHandle = 0;
  264. if (g_FontTexture)
  265. {
  266. glDeleteTextures(1, &g_FontTexture);
  267. ImGui::GetIO().Fonts->TexID = 0;
  268. g_FontTexture = 0;
  269. }
  270. }
  271. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
  272. {
  273. g_Window = window;
  274. ImGuiIO& io = ImGui::GetIO();
  275. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  276. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  277. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  278. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  279. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  280. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  281. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  282. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  283. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  284. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  285. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  286. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  287. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  288. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  289. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  290. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  291. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  292. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  293. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  294. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  295. io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  296. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  297. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  298. io.ClipboardUserData = g_Window;
  299. #ifdef _WIN32
  300. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  301. #endif
  302. if (install_callbacks)
  303. {
  304. glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
  305. glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
  306. glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
  307. glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
  308. }
  309. return true;
  310. }
  311. void ImGui_ImplGlfwGL3_Shutdown()
  312. {
  313. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  314. ImGui::Shutdown();
  315. }
  316. void ImGui_ImplGlfwGL3_NewFrame()
  317. {
  318. if (!g_FontTexture)
  319. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  320. ImGuiIO& io = ImGui::GetIO();
  321. // Setup display size (every frame to accommodate for window resizing)
  322. int w, h;
  323. int display_w, display_h;
  324. glfwGetWindowSize(g_Window, &w, &h);
  325. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  326. io.DisplaySize = ImVec2((float)w, (float)h);
  327. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  328. // Setup time step
  329. double current_time = glfwGetTime();
  330. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  331. g_Time = current_time;
  332. // Setup inputs
  333. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  334. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  335. {
  336. if (io.WantMoveMouse)
  337. {
  338. 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)
  339. }
  340. else
  341. {
  342. double mouse_x, mouse_y;
  343. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  344. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  345. }
  346. }
  347. else
  348. {
  349. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  350. }
  351. for (int i = 0; i < 3; i++)
  352. {
  353. // 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.
  354. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  355. g_MouseJustPressed[i] = false;
  356. }
  357. // Hide OS mouse cursor if ImGui is drawing it
  358. glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
  359. // Gamepad/keyboard navigation mapping [BETA]
  360. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  361. if (io.NavFlags & ImGuiNavFlags_EnableKeyboard)
  362. {
  363. // Update keyboard
  364. // FIXME-NAV: We are still using some of the ImGuiNavInput_PadXXX enums as keyboard support is incomplete.
  365. #define MAP_KEY(NAV_NO, KEY_NO) { if (io.KeysDown[KEY_NO]) io.NavInputs[NAV_NO] = 1.0f; }
  366. MAP_KEY(ImGuiNavInput_KeyLeft, GLFW_KEY_LEFT);
  367. MAP_KEY(ImGuiNavInput_KeyRight, GLFW_KEY_RIGHT);
  368. MAP_KEY(ImGuiNavInput_KeyUp, GLFW_KEY_UP);
  369. MAP_KEY(ImGuiNavInput_KeyDown, GLFW_KEY_DOWN);
  370. MAP_KEY(ImGuiNavInput_KeyMenu, GLFW_KEY_LEFT_ALT);
  371. MAP_KEY(ImGuiNavInput_PadActivate, GLFW_KEY_SPACE);
  372. MAP_KEY(ImGuiNavInput_PadCancel, GLFW_KEY_ESCAPE);
  373. MAP_KEY(ImGuiNavInput_PadInput, GLFW_KEY_ENTER);
  374. MAP_KEY(ImGuiNavInput_PadTweakSlow, GLFW_KEY_LEFT_ALT);
  375. MAP_KEY(ImGuiNavInput_PadTweakSlow, GLFW_KEY_RIGHT_ALT);
  376. MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_LEFT_SHIFT);
  377. MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_RIGHT_SHIFT);
  378. #undef MAP_KEY
  379. }
  380. // 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.
  381. ImGui::NewFrame();
  382. }