imgui_impl_sdl_gl3.cpp 24 KB

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  1. // ImGui SDL2 binding with OpenGL3
  2. // (SDL 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. // Missing features:
  7. // [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
  8. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  9. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  10. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  11. // https://github.com/ocornut/imgui
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  15. // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
  16. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  17. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
  18. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  19. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
  20. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_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. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  24. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  25. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  26. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
  27. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  28. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  29. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  30. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  31. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  32. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  33. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  34. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  35. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  36. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  37. #define _CRT_SECURE_NO_WARNINGS
  38. #endif
  39. #include "imgui.h"
  40. #include "imgui_impl_sdl_gl3.h"
  41. // SDL,GL3W
  42. #include <SDL.h>
  43. #include <SDL_syswm.h>
  44. #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.
  45. // SDL data
  46. static Uint64 g_Time = 0;
  47. static bool g_MousePressed[3] = { false, false, false };
  48. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  49. static char* g_ClipboardTextData = NULL;
  50. // OpenGL data
  51. static char g_GlslVersion[32] = "#version 150";
  52. static GLuint g_FontTexture = 0;
  53. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  54. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  55. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  56. static unsigned int g_VboHandle = 0,g_ElementsHandle = 0;
  57. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  58. // 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.
  59. // 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)
  60. void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
  61. {
  62. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  63. ImGuiIO& io = ImGui::GetIO();
  64. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  65. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  66. if (fb_width == 0 || fb_height == 0)
  67. return;
  68. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  69. // Backup GL state
  70. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  71. glActiveTexture(GL_TEXTURE0);
  72. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  73. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  74. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  75. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  76. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  77. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  78. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  79. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  80. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  81. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  82. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  83. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  84. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  85. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  86. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  87. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  88. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  89. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  90. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  91. glEnable(GL_BLEND);
  92. glBlendEquation(GL_FUNC_ADD);
  93. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  94. glDisable(GL_CULL_FACE);
  95. glDisable(GL_DEPTH_TEST);
  96. glEnable(GL_SCISSOR_TEST);
  97. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  98. // Setup viewport, orthographic projection matrix
  99. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  100. const float ortho_projection[4][4] =
  101. {
  102. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  103. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  104. { 0.0f, 0.0f, -1.0f, 0.0f },
  105. {-1.0f, 1.0f, 0.0f, 1.0f },
  106. };
  107. glUseProgram(g_ShaderHandle);
  108. glUniform1i(g_AttribLocationTex, 0);
  109. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  110. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  111. // Recreate the VAO every time
  112. // (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.)
  113. GLuint vao_handle = 0;
  114. glGenVertexArrays(1, &vao_handle);
  115. glBindVertexArray(vao_handle);
  116. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  117. glEnableVertexAttribArray(g_AttribLocationPosition);
  118. glEnableVertexAttribArray(g_AttribLocationUV);
  119. glEnableVertexAttribArray(g_AttribLocationColor);
  120. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  121. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  122. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  123. // Draw
  124. for (int n = 0; n < draw_data->CmdListsCount; n++)
  125. {
  126. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  127. const ImDrawIdx* idx_buffer_offset = 0;
  128. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  129. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  130. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  131. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  132. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  133. {
  134. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  135. if (pcmd->UserCallback)
  136. {
  137. pcmd->UserCallback(cmd_list, pcmd);
  138. }
  139. else
  140. {
  141. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  142. 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));
  143. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  144. }
  145. idx_buffer_offset += pcmd->ElemCount;
  146. }
  147. }
  148. glDeleteVertexArrays(1, &vao_handle);
  149. // Restore modified GL state
  150. glUseProgram(last_program);
  151. glBindTexture(GL_TEXTURE_2D, last_texture);
  152. if (glBindSampler) glBindSampler(0, last_sampler);
  153. glActiveTexture(last_active_texture);
  154. glBindVertexArray(last_vertex_array);
  155. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  156. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  157. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  158. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  159. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  160. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  161. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  162. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  163. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  164. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  165. }
  166. static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
  167. {
  168. if (g_ClipboardTextData)
  169. SDL_free(g_ClipboardTextData);
  170. g_ClipboardTextData = SDL_GetClipboardText();
  171. return g_ClipboardTextData;
  172. }
  173. static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
  174. {
  175. SDL_SetClipboardText(text);
  176. }
  177. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  178. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  179. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  180. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  181. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  182. {
  183. ImGuiIO& io = ImGui::GetIO();
  184. switch (event->type)
  185. {
  186. case SDL_MOUSEWHEEL:
  187. {
  188. if (event->wheel.x > 0) io.MouseWheelH += 1;
  189. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  190. if (event->wheel.y > 0) io.MouseWheel += 1;
  191. if (event->wheel.y < 0) io.MouseWheel -= 1;
  192. return true;
  193. }
  194. case SDL_MOUSEBUTTONDOWN:
  195. {
  196. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  197. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  198. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  199. return true;
  200. }
  201. case SDL_TEXTINPUT:
  202. {
  203. io.AddInputCharactersUTF8(event->text.text);
  204. return true;
  205. }
  206. case SDL_KEYDOWN:
  207. case SDL_KEYUP:
  208. {
  209. int key = event->key.keysym.scancode;
  210. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  211. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  212. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  213. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  214. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  215. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  216. return true;
  217. }
  218. }
  219. return false;
  220. }
  221. void ImGui_ImplSdlGL3_CreateFontsTexture()
  222. {
  223. // Build texture atlas
  224. ImGuiIO& io = ImGui::GetIO();
  225. unsigned char* pixels;
  226. int width, height;
  227. 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.
  228. // Upload texture to graphics system
  229. GLint last_texture;
  230. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  231. glGenTextures(1, &g_FontTexture);
  232. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  233. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  234. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  235. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  236. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  237. // Store our identifier
  238. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  239. // Restore state
  240. glBindTexture(GL_TEXTURE_2D, last_texture);
  241. }
  242. bool ImGui_ImplSdlGL3_CreateDeviceObjects()
  243. {
  244. // Backup GL state
  245. GLint last_texture, last_array_buffer, last_vertex_array;
  246. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  247. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  248. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  249. const GLchar *vertex_shader =
  250. "uniform mat4 ProjMtx;\n"
  251. "in vec2 Position;\n"
  252. "in vec2 UV;\n"
  253. "in vec4 Color;\n"
  254. "out vec2 Frag_UV;\n"
  255. "out vec4 Frag_Color;\n"
  256. "void main()\n"
  257. "{\n"
  258. " Frag_UV = UV;\n"
  259. " Frag_Color = Color;\n"
  260. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  261. "}\n";
  262. const GLchar* fragment_shader =
  263. "uniform sampler2D Texture;\n"
  264. "in vec2 Frag_UV;\n"
  265. "in vec4 Frag_Color;\n"
  266. "out vec4 Out_Color;\n"
  267. "void main()\n"
  268. "{\n"
  269. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  270. "}\n";
  271. const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
  272. const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
  273. g_ShaderHandle = glCreateProgram();
  274. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  275. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  276. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  277. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  278. glCompileShader(g_VertHandle);
  279. glCompileShader(g_FragHandle);
  280. glAttachShader(g_ShaderHandle, g_VertHandle);
  281. glAttachShader(g_ShaderHandle, g_FragHandle);
  282. glLinkProgram(g_ShaderHandle);
  283. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  284. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  285. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  286. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  287. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  288. glGenBuffers(1, &g_VboHandle);
  289. glGenBuffers(1, &g_ElementsHandle);
  290. ImGui_ImplSdlGL3_CreateFontsTexture();
  291. // Restore modified GL state
  292. glBindTexture(GL_TEXTURE_2D, last_texture);
  293. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  294. glBindVertexArray(last_vertex_array);
  295. return true;
  296. }
  297. void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
  298. {
  299. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  300. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  301. g_VboHandle = g_ElementsHandle = 0;
  302. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  303. if (g_VertHandle) glDeleteShader(g_VertHandle);
  304. g_VertHandle = 0;
  305. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  306. if (g_FragHandle) glDeleteShader(g_FragHandle);
  307. g_FragHandle = 0;
  308. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  309. g_ShaderHandle = 0;
  310. if (g_FontTexture)
  311. {
  312. glDeleteTextures(1, &g_FontTexture);
  313. ImGui::GetIO().Fonts->TexID = 0;
  314. g_FontTexture = 0;
  315. }
  316. }
  317. bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
  318. {
  319. // 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.
  320. if (glsl_version == NULL)
  321. glsl_version = "#version 150";
  322. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
  323. strcpy(g_GlslVersion, glsl_version);
  324. strcat(g_GlslVersion, "\n");
  325. // Setup back-end capabilities flags
  326. ImGuiIO& io = ImGui::GetIO();
  327. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  328. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
  329. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  330. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  331. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  332. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  333. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  334. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  335. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  336. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  337. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  338. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  339. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  340. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  341. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  342. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  343. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  344. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  345. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  346. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  347. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  348. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  349. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  350. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  351. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  352. io.ClipboardUserData = NULL;
  353. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  354. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  355. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  356. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  357. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  358. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  359. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  360. #ifdef _WIN32
  361. SDL_SysWMinfo wmInfo;
  362. SDL_VERSION(&wmInfo.version);
  363. SDL_GetWindowWMInfo(window, &wmInfo);
  364. io.ImeWindowHandle = wmInfo.info.win.window;
  365. #else
  366. (void)window;
  367. #endif
  368. return true;
  369. }
  370. void ImGui_ImplSdlGL3_Shutdown()
  371. {
  372. // Destroy SDL mouse cursors
  373. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  374. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  375. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  376. // Destroy last known clipboard data
  377. if (g_ClipboardTextData)
  378. SDL_free(g_ClipboardTextData);
  379. // Destroy OpenGL objects
  380. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  381. }
  382. void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
  383. {
  384. if (!g_FontTexture)
  385. ImGui_ImplSdlGL3_CreateDeviceObjects();
  386. ImGuiIO& io = ImGui::GetIO();
  387. // Setup display size (every frame to accommodate for window resizing)
  388. int w, h;
  389. int display_w, display_h;
  390. SDL_GetWindowSize(window, &w, &h);
  391. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  392. io.DisplaySize = ImVec2((float)w, (float)h);
  393. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  394. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  395. static Uint64 frequency = SDL_GetPerformanceFrequency();
  396. Uint64 current_time = SDL_GetPerformanceCounter();
  397. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  398. g_Time = current_time;
  399. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  400. int mx, my;
  401. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  402. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  403. 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.
  404. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  405. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  406. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  407. // 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)
  408. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  409. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  410. io.MousePos = ImVec2((float)mx, (float)my);
  411. bool any_mouse_button_down = false;
  412. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  413. any_mouse_button_down |= io.MouseDown[n];
  414. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  415. SDL_CaptureMouse(SDL_TRUE);
  416. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  417. SDL_CaptureMouse(SDL_FALSE);
  418. #else
  419. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  420. io.MousePos = ImVec2((float)mx, (float)my);
  421. #endif
  422. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  423. if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0)
  424. {
  425. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  426. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  427. {
  428. SDL_ShowCursor(0);
  429. }
  430. else
  431. {
  432. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  433. SDL_ShowCursor(1);
  434. }
  435. }
  436. // 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.
  437. ImGui::NewFrame();
  438. }