imgui_impl_glfw_gl3.cpp 25 KB

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  1. // ImGui GLFW binding with OpenGL3 + shaders
  2. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  3. // (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.)
  4. // Implemented features:
  5. // [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  9. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  14. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  15. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  16. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
  17. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  18. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
  19. // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
  20. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
  21. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  22. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  23. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  24. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
  25. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  26. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  27. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
  28. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  29. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  30. // 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
  31. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  32. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  33. // 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  34. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  35. #define _CRT_SECURE_NO_WARNINGS
  36. #endif
  37. #include "imgui.h"
  38. #include "imgui_impl_glfw_gl3.h"
  39. // GL3W/GLFW
  40. #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.
  41. #include <GLFW/glfw3.h>
  42. #ifdef _WIN32
  43. #undef APIENTRY
  44. #define GLFW_EXPOSE_NATIVE_WIN32
  45. #define GLFW_EXPOSE_NATIVE_WGL
  46. #include <GLFW/glfw3native.h>
  47. #endif
  48. // GLFW data
  49. static GLFWwindow* g_Window = NULL;
  50. static double g_Time = 0.0;
  51. static bool g_MouseJustPressed[3] = { false, false, false };
  52. static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  53. // OpenGL3 data
  54. static char g_GlslVersion[32] = "#version 150";
  55. static GLuint g_FontTexture = 0;
  56. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  57. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  58. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  59. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  60. // OpenGL3 Render function.
  61. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  62. // 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.
  63. void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
  64. {
  65. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  66. ImGuiIO& io = ImGui::GetIO();
  67. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  68. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  69. if (fb_width == 0 || fb_height == 0)
  70. return;
  71. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  72. // Backup GL state
  73. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  74. glActiveTexture(GL_TEXTURE0);
  75. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  76. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  77. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  78. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  79. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  80. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  81. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  82. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  83. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  84. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  85. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  86. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  87. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  88. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  89. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  90. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  91. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  92. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  93. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  94. glEnable(GL_BLEND);
  95. glBlendEquation(GL_FUNC_ADD);
  96. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  97. glDisable(GL_CULL_FACE);
  98. glDisable(GL_DEPTH_TEST);
  99. glEnable(GL_SCISSOR_TEST);
  100. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  101. // Setup viewport, orthographic projection matrix
  102. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  103. const float ortho_projection[4][4] =
  104. {
  105. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  106. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  107. { 0.0f, 0.0f, -1.0f, 0.0f },
  108. {-1.0f, 1.0f, 0.0f, 1.0f },
  109. };
  110. glUseProgram(g_ShaderHandle);
  111. glUniform1i(g_AttribLocationTex, 0);
  112. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  113. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  114. // Recreate the VAO every time
  115. // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
  116. GLuint vao_handle = 0;
  117. glGenVertexArrays(1, &vao_handle);
  118. glBindVertexArray(vao_handle);
  119. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  120. glEnableVertexAttribArray(g_AttribLocationPosition);
  121. glEnableVertexAttribArray(g_AttribLocationUV);
  122. glEnableVertexAttribArray(g_AttribLocationColor);
  123. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  124. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  125. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  126. // Draw
  127. for (int n = 0; n < draw_data->CmdListsCount; n++)
  128. {
  129. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  130. const ImDrawIdx* idx_buffer_offset = 0;
  131. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  132. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  133. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  134. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  135. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  136. {
  137. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  138. if (pcmd->UserCallback)
  139. {
  140. pcmd->UserCallback(cmd_list, pcmd);
  141. }
  142. else
  143. {
  144. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  145. 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));
  146. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  147. }
  148. idx_buffer_offset += pcmd->ElemCount;
  149. }
  150. }
  151. glDeleteVertexArrays(1, &vao_handle);
  152. // Restore modified GL state
  153. glUseProgram(last_program);
  154. glBindTexture(GL_TEXTURE_2D, last_texture);
  155. if (glBindSampler) glBindSampler(0, last_sampler);
  156. glActiveTexture(last_active_texture);
  157. glBindVertexArray(last_vertex_array);
  158. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  159. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  160. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  161. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  162. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  163. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  164. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  165. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  166. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  167. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  168. }
  169. static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
  170. {
  171. return glfwGetClipboardString((GLFWwindow*)user_data);
  172. }
  173. static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
  174. {
  175. glfwSetClipboardString((GLFWwindow*)user_data, text);
  176. }
  177. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  178. {
  179. if (action == GLFW_PRESS && button >= 0 && button < 3)
  180. g_MouseJustPressed[button] = true;
  181. }
  182. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  183. {
  184. ImGuiIO& io = ImGui::GetIO();
  185. io.MouseWheelH += (float)xoffset;
  186. io.MouseWheel += (float)yoffset;
  187. }
  188. void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  189. {
  190. ImGuiIO& io = ImGui::GetIO();
  191. if (action == GLFW_PRESS)
  192. io.KeysDown[key] = true;
  193. if (action == GLFW_RELEASE)
  194. io.KeysDown[key] = false;
  195. (void)mods; // Modifiers are not reliable across systems
  196. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  197. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  198. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  199. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  200. }
  201. void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
  202. {
  203. ImGuiIO& io = ImGui::GetIO();
  204. if (c > 0 && c < 0x10000)
  205. io.AddInputCharacter((unsigned short)c);
  206. }
  207. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  208. {
  209. // Build texture atlas
  210. ImGuiIO& io = ImGui::GetIO();
  211. unsigned char* pixels;
  212. int width, height;
  213. 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.
  214. // Upload texture to graphics system
  215. GLint last_texture;
  216. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  217. glGenTextures(1, &g_FontTexture);
  218. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  219. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  220. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  221. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  222. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  223. // Store our identifier
  224. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  225. // Restore state
  226. glBindTexture(GL_TEXTURE_2D, last_texture);
  227. return true;
  228. }
  229. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  230. {
  231. // Backup GL state
  232. GLint last_texture, last_array_buffer, last_vertex_array;
  233. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  234. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  235. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  236. const GLchar* vertex_shader =
  237. "uniform mat4 ProjMtx;\n"
  238. "in vec2 Position;\n"
  239. "in vec2 UV;\n"
  240. "in vec4 Color;\n"
  241. "out vec2 Frag_UV;\n"
  242. "out vec4 Frag_Color;\n"
  243. "void main()\n"
  244. "{\n"
  245. " Frag_UV = UV;\n"
  246. " Frag_Color = Color;\n"
  247. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  248. "}\n";
  249. const GLchar* fragment_shader =
  250. "uniform sampler2D Texture;\n"
  251. "in vec2 Frag_UV;\n"
  252. "in vec4 Frag_Color;\n"
  253. "out vec4 Out_Color;\n"
  254. "void main()\n"
  255. "{\n"
  256. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  257. "}\n";
  258. const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
  259. const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
  260. g_ShaderHandle = glCreateProgram();
  261. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  262. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  263. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  264. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  265. glCompileShader(g_VertHandle);
  266. glCompileShader(g_FragHandle);
  267. glAttachShader(g_ShaderHandle, g_VertHandle);
  268. glAttachShader(g_ShaderHandle, g_FragHandle);
  269. glLinkProgram(g_ShaderHandle);
  270. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  271. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  272. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  273. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  274. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  275. glGenBuffers(1, &g_VboHandle);
  276. glGenBuffers(1, &g_ElementsHandle);
  277. ImGui_ImplGlfwGL3_CreateFontsTexture();
  278. // Restore modified GL state
  279. glBindTexture(GL_TEXTURE_2D, last_texture);
  280. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  281. glBindVertexArray(last_vertex_array);
  282. return true;
  283. }
  284. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  285. {
  286. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  287. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  288. g_VboHandle = g_ElementsHandle = 0;
  289. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  290. if (g_VertHandle) glDeleteShader(g_VertHandle);
  291. g_VertHandle = 0;
  292. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  293. if (g_FragHandle) glDeleteShader(g_FragHandle);
  294. g_FragHandle = 0;
  295. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  296. g_ShaderHandle = 0;
  297. if (g_FontTexture)
  298. {
  299. glDeleteTextures(1, &g_FontTexture);
  300. ImGui::GetIO().Fonts->TexID = 0;
  301. g_FontTexture = 0;
  302. }
  303. }
  304. static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  305. {
  306. glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  307. glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  308. glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  309. glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  310. }
  311. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
  312. {
  313. g_Window = window;
  314. g_Time = 0.0;
  315. // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  316. if (glsl_version == NULL)
  317. glsl_version = "#version 150";
  318. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
  319. strcpy(g_GlslVersion, glsl_version);
  320. strcat(g_GlslVersion, "\n");
  321. // Setup back-end capabilities flags
  322. ImGuiIO& io = ImGui::GetIO();
  323. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  324. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  325. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  326. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
  327. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  328. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  329. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  330. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  331. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  332. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  333. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  334. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  335. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  336. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  337. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  338. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  339. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  340. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  341. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  342. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  343. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  344. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  345. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  346. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  347. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  348. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  349. io.ClipboardUserData = g_Window;
  350. #ifdef _WIN32
  351. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  352. #endif
  353. // Load cursors
  354. // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
  355. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  356. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  357. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  358. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  359. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  360. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  361. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  362. if (install_callbacks)
  363. ImGui_ImplGlfw_InstallCallbacks(window);
  364. return true;
  365. }
  366. void ImGui_ImplGlfwGL3_Shutdown()
  367. {
  368. // Destroy GLFW mouse cursors
  369. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  370. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  371. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  372. // Destroy OpenGL objects
  373. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  374. }
  375. void ImGui_ImplGlfwGL3_NewFrame()
  376. {
  377. if (!g_FontTexture)
  378. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  379. ImGuiIO& io = ImGui::GetIO();
  380. // Setup display size (every frame to accommodate for window resizing)
  381. int w, h;
  382. int display_w, display_h;
  383. glfwGetWindowSize(g_Window, &w, &h);
  384. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  385. io.DisplaySize = ImVec2((float)w, (float)h);
  386. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  387. // Setup time step
  388. double current_time = glfwGetTime();
  389. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  390. g_Time = current_time;
  391. // Setup inputs
  392. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  393. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  394. {
  395. // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  396. if (io.WantSetMousePos)
  397. {
  398. glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
  399. }
  400. else
  401. {
  402. double mouse_x, mouse_y;
  403. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  404. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  405. }
  406. }
  407. else
  408. {
  409. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  410. }
  411. for (int i = 0; i < 3; i++)
  412. {
  413. // 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.
  414. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  415. g_MouseJustPressed[i] = false;
  416. }
  417. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  418. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
  419. {
  420. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  421. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  422. {
  423. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  424. }
  425. else
  426. {
  427. glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  428. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  429. }
  430. }
  431. // Gamepad navigation mapping [BETA]
  432. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  433. if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
  434. {
  435. // Update gamepad inputs
  436. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  437. #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
  438. int axes_count = 0, buttons_count = 0;
  439. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  440. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  441. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  442. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  443. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  444. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  445. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  446. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  447. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  448. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  449. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  450. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  451. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  452. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  453. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  454. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  455. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  456. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  457. #undef MAP_BUTTON
  458. #undef MAP_ANALOG
  459. if (axes_count > 0 && buttons_count > 0)
  460. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  461. else
  462. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  463. }
  464. // 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.
  465. ImGui::NewFrame();
  466. }