imgui_impl_glfw_gl2.cpp 14 KB

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  1. // ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
  2. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  3. // Implemented features:
  4. // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in the opengl3_example/ folder**
  7. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  8. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  9. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  10. // confuse your GPU driver.
  11. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  12. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  13. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  14. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  15. // https://github.com/ocornut/imgui
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  19. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  20. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  21. // 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
  22. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  23. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  24. // 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*.
  25. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  26. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  27. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  28. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  29. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  30. #include "imgui.h"
  31. #include "imgui_impl_glfw_gl2.h"
  32. // GLFW
  33. #include <GLFW/glfw3.h>
  34. #ifdef _WIN32
  35. #undef APIENTRY
  36. #define GLFW_EXPOSE_NATIVE_WIN32
  37. #define GLFW_EXPOSE_NATIVE_WGL
  38. #include <GLFW/glfw3native.h>
  39. #endif
  40. // Data
  41. static GLFWwindow* g_Window = NULL;
  42. static double g_Time = 0.0f;
  43. static bool g_MouseJustPressed[3] = { false, false, false };
  44. static GLuint g_FontTexture = 0;
  45. // OpenGL2 Render function.
  46. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  47. // 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.
  48. void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data)
  49. {
  50. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  51. ImGuiIO& io = ImGui::GetIO();
  52. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  53. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  54. if (fb_width == 0 || fb_height == 0)
  55. return;
  56. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  57. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  58. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  59. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  60. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  61. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  62. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  63. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  64. glEnable(GL_BLEND);
  65. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  66. glDisable(GL_CULL_FACE);
  67. glDisable(GL_DEPTH_TEST);
  68. glEnable(GL_SCISSOR_TEST);
  69. glEnableClientState(GL_VERTEX_ARRAY);
  70. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  71. glEnableClientState(GL_COLOR_ARRAY);
  72. glEnable(GL_TEXTURE_2D);
  73. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  74. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  75. // Setup viewport, orthographic projection matrix
  76. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  77. glMatrixMode(GL_PROJECTION);
  78. glPushMatrix();
  79. glLoadIdentity();
  80. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  81. glMatrixMode(GL_MODELVIEW);
  82. glPushMatrix();
  83. glLoadIdentity();
  84. // Render command lists
  85. for (int n = 0; n < draw_data->CmdListsCount; n++)
  86. {
  87. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  88. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  89. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  90. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  91. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  92. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  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);
  105. }
  106. idx_buffer += pcmd->ElemCount;
  107. }
  108. }
  109. // Restore modified state
  110. glDisableClientState(GL_COLOR_ARRAY);
  111. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  112. glDisableClientState(GL_VERTEX_ARRAY);
  113. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  114. glMatrixMode(GL_MODELVIEW);
  115. glPopMatrix();
  116. glMatrixMode(GL_PROJECTION);
  117. glPopMatrix();
  118. glPopAttrib();
  119. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  120. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  121. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  122. }
  123. static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
  124. {
  125. return glfwGetClipboardString((GLFWwindow*)user_data);
  126. }
  127. static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
  128. {
  129. glfwSetClipboardString((GLFWwindow*)user_data, text);
  130. }
  131. void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  132. {
  133. if (action == GLFW_PRESS && button >= 0 && button < 3)
  134. g_MouseJustPressed[button] = true;
  135. }
  136. void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  137. {
  138. ImGuiIO& io = ImGui::GetIO();
  139. io.MouseWheelH += (float)xoffset;
  140. io.MouseWheel += (float)yoffset;
  141. }
  142. void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  143. {
  144. ImGuiIO& io = ImGui::GetIO();
  145. if (action == GLFW_PRESS)
  146. io.KeysDown[key] = true;
  147. if (action == GLFW_RELEASE)
  148. io.KeysDown[key] = false;
  149. (void)mods; // Modifiers are not reliable across systems
  150. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  151. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  152. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  153. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  154. }
  155. void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
  156. {
  157. ImGuiIO& io = ImGui::GetIO();
  158. if (c > 0 && c < 0x10000)
  159. io.AddInputCharacter((unsigned short)c);
  160. }
  161. bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
  162. {
  163. // Build texture atlas
  164. ImGuiIO& io = ImGui::GetIO();
  165. unsigned char* pixels;
  166. int width, height;
  167. 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.
  168. // Upload texture to graphics system
  169. GLint last_texture;
  170. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  171. glGenTextures(1, &g_FontTexture);
  172. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  173. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  174. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  175. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  176. // Store our identifier
  177. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  178. // Restore state
  179. glBindTexture(GL_TEXTURE_2D, last_texture);
  180. return true;
  181. }
  182. void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
  183. {
  184. if (g_FontTexture)
  185. {
  186. glDeleteTextures(1, &g_FontTexture);
  187. ImGui::GetIO().Fonts->TexID = 0;
  188. g_FontTexture = 0;
  189. }
  190. }
  191. bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
  192. {
  193. g_Window = window;
  194. ImGuiIO& io = ImGui::GetIO();
  195. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  196. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  197. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  198. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  199. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  200. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  201. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  202. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  203. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  204. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  205. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  206. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  207. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  208. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  209. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  210. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  211. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  212. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  213. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  214. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  215. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  216. io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
  217. io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
  218. io.ClipboardUserData = g_Window;
  219. #ifdef _WIN32
  220. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  221. #endif
  222. if (install_callbacks)
  223. {
  224. glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
  225. glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
  226. glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
  227. glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
  228. }
  229. return true;
  230. }
  231. void ImGui_ImplGlfwGL2_Shutdown()
  232. {
  233. ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
  234. }
  235. void ImGui_ImplGlfwGL2_NewFrame()
  236. {
  237. if (!g_FontTexture)
  238. ImGui_ImplGlfwGL2_CreateDeviceObjects();
  239. ImGuiIO& io = ImGui::GetIO();
  240. // Setup display size (every frame to accommodate for window resizing)
  241. int w, h;
  242. int display_w, display_h;
  243. glfwGetWindowSize(g_Window, &w, &h);
  244. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  245. io.DisplaySize = ImVec2((float)w, (float)h);
  246. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  247. // Setup time step
  248. double current_time = glfwGetTime();
  249. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  250. g_Time = current_time;
  251. // Setup inputs
  252. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  253. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  254. {
  255. if (io.WantMoveMouse)
  256. {
  257. 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)
  258. }
  259. else
  260. {
  261. double mouse_x, mouse_y;
  262. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  263. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  264. }
  265. }
  266. else
  267. {
  268. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  269. }
  270. for (int i = 0; i < 3; i++)
  271. {
  272. // 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.
  273. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  274. g_MouseJustPressed[i] = false;
  275. }
  276. // Hide OS mouse cursor if ImGui is drawing it
  277. glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
  278. // 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.
  279. ImGui::NewFrame();
  280. }