imgui_impl_sdl_gl3.cpp 19 KB

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  1. // ImGui SDL2 binding with OpenGL3
  2. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // (SDL 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_sdl_gl3.h"
  11. // SDL,GL3W
  12. #include <SDL.h>
  13. #include <SDL_syswm.h>
  14. #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.
  15. // Data
  16. static double g_Time = 0.0f;
  17. static bool g_MousePressed[3] = { false, false, false };
  18. static float g_MouseHorizWheel = 0.0f;
  19. static float g_MouseWheel = 0.0f;
  20. static GLuint g_FontTexture = 0;
  21. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  22. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  23. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  24. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  25. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  26. // 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.
  27. // 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)
  28. void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
  29. {
  30. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  31. ImGuiIO& io = ImGui::GetIO();
  32. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  33. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  34. if (fb_width == 0 || fb_height == 0)
  35. return;
  36. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  37. // Backup GL state
  38. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  39. glActiveTexture(GL_TEXTURE0);
  40. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  41. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  42. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  43. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  44. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  45. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  46. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  47. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  48. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  49. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  50. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  51. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  52. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  53. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  54. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  55. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  56. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  57. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  58. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  59. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  60. glEnable(GL_BLEND);
  61. glBlendEquation(GL_FUNC_ADD);
  62. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  63. glDisable(GL_CULL_FACE);
  64. glDisable(GL_DEPTH_TEST);
  65. glEnable(GL_SCISSOR_TEST);
  66. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  67. // Setup viewport, orthographic projection matrix
  68. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  69. const float ortho_projection[4][4] =
  70. {
  71. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  72. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  73. { 0.0f, 0.0f, -1.0f, 0.0f },
  74. {-1.0f, 1.0f, 0.0f, 1.0f },
  75. };
  76. glUseProgram(g_ShaderHandle);
  77. glUniform1i(g_AttribLocationTex, 0);
  78. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  79. glBindVertexArray(g_VaoHandle);
  80. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  81. for (int n = 0; n < draw_data->CmdListsCount; n++)
  82. {
  83. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  84. const ImDrawIdx* idx_buffer_offset = 0;
  85. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  86. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  87. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  88. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  89. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  90. {
  91. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  92. if (pcmd->UserCallback)
  93. {
  94. pcmd->UserCallback(cmd_list, pcmd);
  95. }
  96. else
  97. {
  98. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  99. 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));
  100. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  101. }
  102. idx_buffer_offset += pcmd->ElemCount;
  103. }
  104. }
  105. // Restore modified GL state
  106. glUseProgram(last_program);
  107. glBindTexture(GL_TEXTURE_2D, last_texture);
  108. glBindSampler(0, last_sampler);
  109. glActiveTexture(last_active_texture);
  110. glBindVertexArray(last_vertex_array);
  111. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  112. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  113. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  114. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  115. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  116. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  117. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  118. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  119. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  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_ImplSdlGL3_GetClipboardText(void*)
  124. {
  125. return SDL_GetClipboardText();
  126. }
  127. static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
  128. {
  129. SDL_SetClipboardText(text);
  130. }
  131. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  132. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  133. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  134. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  135. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  136. {
  137. ImGuiIO& io = ImGui::GetIO();
  138. switch (event->type)
  139. {
  140. case SDL_MOUSEWHEEL:
  141. {
  142. if (event->wheel.x > 0)
  143. g_MouseHorizWheel = 1;
  144. if (event->wheel.x < 0)
  145. g_MouseHorizWheel = -1;
  146. if (event->wheel.y > 0)
  147. g_MouseWheel = 1;
  148. if (event->wheel.y < 0)
  149. g_MouseWheel = -1;
  150. return true;
  151. }
  152. case SDL_MOUSEBUTTONDOWN:
  153. {
  154. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  155. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  156. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  157. return true;
  158. }
  159. case SDL_TEXTINPUT:
  160. {
  161. io.AddInputCharactersUTF8(event->text.text);
  162. return true;
  163. }
  164. case SDL_KEYDOWN:
  165. case SDL_KEYUP:
  166. {
  167. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  168. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  169. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  170. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  171. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  172. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  173. return true;
  174. }
  175. }
  176. return false;
  177. }
  178. void ImGui_ImplSdlGL3_CreateFontsTexture()
  179. {
  180. // Build texture atlas
  181. ImGuiIO& io = ImGui::GetIO();
  182. unsigned char* pixels;
  183. int width, height;
  184. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
  185. // Upload texture to graphics system
  186. GLint last_texture;
  187. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  188. glGenTextures(1, &g_FontTexture);
  189. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  190. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  191. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  192. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  193. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  194. // Store our identifier
  195. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  196. // Restore state
  197. glBindTexture(GL_TEXTURE_2D, last_texture);
  198. }
  199. bool ImGui_ImplSdlGL3_CreateDeviceObjects()
  200. {
  201. // Backup GL state
  202. GLint last_texture, last_array_buffer, last_vertex_array;
  203. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  204. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  205. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  206. const GLchar *vertex_shader =
  207. "#version 150\n"
  208. "uniform mat4 ProjMtx;\n"
  209. "in vec2 Position;\n"
  210. "in vec2 UV;\n"
  211. "in vec4 Color;\n"
  212. "out vec2 Frag_UV;\n"
  213. "out vec4 Frag_Color;\n"
  214. "void main()\n"
  215. "{\n"
  216. " Frag_UV = UV;\n"
  217. " Frag_Color = Color;\n"
  218. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  219. "}\n";
  220. const GLchar* fragment_shader =
  221. "#version 150\n"
  222. "uniform sampler2D Texture;\n"
  223. "in vec2 Frag_UV;\n"
  224. "in vec4 Frag_Color;\n"
  225. "out vec4 Out_Color;\n"
  226. "void main()\n"
  227. "{\n"
  228. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  229. "}\n";
  230. g_ShaderHandle = glCreateProgram();
  231. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  232. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  233. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  234. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  235. glCompileShader(g_VertHandle);
  236. glCompileShader(g_FragHandle);
  237. glAttachShader(g_ShaderHandle, g_VertHandle);
  238. glAttachShader(g_ShaderHandle, g_FragHandle);
  239. glLinkProgram(g_ShaderHandle);
  240. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  241. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  242. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  243. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  244. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  245. glGenBuffers(1, &g_VboHandle);
  246. glGenBuffers(1, &g_ElementsHandle);
  247. glGenVertexArrays(1, &g_VaoHandle);
  248. glBindVertexArray(g_VaoHandle);
  249. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  250. glEnableVertexAttribArray(g_AttribLocationPosition);
  251. glEnableVertexAttribArray(g_AttribLocationUV);
  252. glEnableVertexAttribArray(g_AttribLocationColor);
  253. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  254. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  255. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  256. ImGui_ImplSdlGL3_CreateFontsTexture();
  257. // Restore modified GL state
  258. glBindTexture(GL_TEXTURE_2D, last_texture);
  259. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  260. glBindVertexArray(last_vertex_array);
  261. return true;
  262. }
  263. void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
  264. {
  265. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  266. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  267. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  268. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  269. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  270. if (g_VertHandle) glDeleteShader(g_VertHandle);
  271. g_VertHandle = 0;
  272. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  273. if (g_FragHandle) glDeleteShader(g_FragHandle);
  274. g_FragHandle = 0;
  275. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  276. g_ShaderHandle = 0;
  277. if (g_FontTexture)
  278. {
  279. glDeleteTextures(1, &g_FontTexture);
  280. ImGui::GetIO().Fonts->TexID = 0;
  281. g_FontTexture = 0;
  282. }
  283. }
  284. bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
  285. {
  286. ImGuiIO& io = ImGui::GetIO();
  287. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  288. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  289. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  290. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  291. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  292. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  293. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  294. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  295. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  296. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  297. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  298. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  299. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  300. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  301. io.KeyMap[ImGuiKey_A] = SDLK_a;
  302. io.KeyMap[ImGuiKey_C] = SDLK_c;
  303. io.KeyMap[ImGuiKey_V] = SDLK_v;
  304. io.KeyMap[ImGuiKey_X] = SDLK_x;
  305. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  306. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  307. io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  308. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  309. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  310. io.ClipboardUserData = NULL;
  311. #ifdef _WIN32
  312. SDL_SysWMinfo wmInfo;
  313. SDL_VERSION(&wmInfo.version);
  314. SDL_GetWindowWMInfo(window, &wmInfo);
  315. io.ImeWindowHandle = wmInfo.info.win.window;
  316. #else
  317. (void)window;
  318. #endif
  319. return true;
  320. }
  321. void ImGui_ImplSdlGL3_Shutdown()
  322. {
  323. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  324. ImGui::Shutdown();
  325. }
  326. void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
  327. {
  328. if (!g_FontTexture)
  329. ImGui_ImplSdlGL3_CreateDeviceObjects();
  330. ImGuiIO& io = ImGui::GetIO();
  331. // Setup display size (every frame to accommodate for window resizing)
  332. int w, h;
  333. int display_w, display_h;
  334. SDL_GetWindowSize(window, &w, &h);
  335. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  336. io.DisplaySize = ImVec2((float)w, (float)h);
  337. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  338. // Setup time step
  339. Uint32 time = SDL_GetTicks();
  340. double current_time = time / 1000.0;
  341. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
  342. g_Time = current_time;
  343. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  344. int mx, my;
  345. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  346. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  347. io.MouseWheel = g_MouseWheel;
  348. io.MouseHorizWheel = g_MouseHorizWheel;
  349. io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_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.
  350. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  351. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  352. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  353. g_MouseHorizWheel = g_MouseWheel = 0.0f;
  354. // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016)
  355. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  356. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  357. io.MousePos = ImVec2((float)mx, (float)my);
  358. bool any_mouse_button_down = false;
  359. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  360. any_mouse_button_down |= io.MouseDown[n];
  361. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  362. SDL_CaptureMouse(SDL_TRUE);
  363. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  364. SDL_CaptureMouse(SDL_FALSE);
  365. #else
  366. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  367. io.MousePos = ImVec2((float)mx, (float)my);
  368. #endif
  369. // Hide OS mouse cursor if ImGui is drawing it
  370. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  371. // 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.
  372. ImGui::NewFrame();
  373. }