imgui_impl_glfw_gl3.cpp 24 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. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
  14. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  15. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  16. // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
  17. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
  18. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  19. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  20. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
  21. // 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  22. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  23. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  24. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
  25. // 2017-09-01: OpenGL: Save and restore current bound sampler. 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. // 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
  28. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  29. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  30. // 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  31. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  32. #define _CRT_SECURE_NO_WARNINGS
  33. #endif
  34. #include "imgui.h"
  35. #include "imgui_impl_glfw_gl3.h"
  36. // GL3W/GLFW
  37. #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.
  38. #include <GLFW/glfw3.h>
  39. #ifdef _WIN32
  40. #undef APIENTRY
  41. #define GLFW_EXPOSE_NATIVE_WIN32
  42. #define GLFW_EXPOSE_NATIVE_WGL
  43. #include <GLFW/glfw3native.h>
  44. #endif
  45. // GLFW data
  46. static GLFWwindow* g_Window = NULL;
  47. static double g_Time = 0.0f;
  48. static bool g_MouseJustPressed[3] = { false, false, false };
  49. static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
  50. // OpenGL3 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. // OpenGL3 Render function.
  58. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  59. // 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.
  60. void ImGui_ImplGlfwGL3_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_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  77. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  78. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  79. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  80. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  81. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  82. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  83. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  84. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  85. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  86. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  87. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  88. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  89. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  90. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  91. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  92. glEnable(GL_BLEND);
  93. glBlendEquation(GL_FUNC_ADD);
  94. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  95. glDisable(GL_CULL_FACE);
  96. glDisable(GL_DEPTH_TEST);
  97. glEnable(GL_SCISSOR_TEST);
  98. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  99. // Setup viewport, orthographic projection matrix
  100. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  101. const float ortho_projection[4][4] =
  102. {
  103. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  104. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  105. { 0.0f, 0.0f, -1.0f, 0.0f },
  106. {-1.0f, 1.0f, 0.0f, 1.0f },
  107. };
  108. glUseProgram(g_ShaderHandle);
  109. glUniform1i(g_AttribLocationTex, 0);
  110. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  111. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  112. // Recreate the VAO every time
  113. // (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.)
  114. GLuint vao_handle = 0;
  115. glGenVertexArrays(1, &vao_handle);
  116. glBindVertexArray(vao_handle);
  117. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  118. glEnableVertexAttribArray(g_AttribLocationPosition);
  119. glEnableVertexAttribArray(g_AttribLocationUV);
  120. glEnableVertexAttribArray(g_AttribLocationColor);
  121. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  122. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  123. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  124. // Draw
  125. for (int n = 0; n < draw_data->CmdListsCount; n++)
  126. {
  127. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  128. const ImDrawIdx* idx_buffer_offset = 0;
  129. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  130. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  131. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  132. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  133. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  134. {
  135. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  136. if (pcmd->UserCallback)
  137. {
  138. pcmd->UserCallback(cmd_list, pcmd);
  139. }
  140. else
  141. {
  142. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  143. 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));
  144. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  145. }
  146. idx_buffer_offset += pcmd->ElemCount;
  147. }
  148. }
  149. glDeleteVertexArrays(1, &vao_handle);
  150. // Restore modified GL state
  151. glUseProgram(last_program);
  152. glBindTexture(GL_TEXTURE_2D, last_texture);
  153. glBindSampler(0, last_sampler);
  154. glActiveTexture(last_active_texture);
  155. glBindVertexArray(last_vertex_array);
  156. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  157. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  158. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  159. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  160. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  161. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  162. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  163. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  164. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  165. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  166. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  167. }
  168. static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
  169. {
  170. return glfwGetClipboardString((GLFWwindow*)user_data);
  171. }
  172. static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
  173. {
  174. glfwSetClipboardString((GLFWwindow*)user_data, text);
  175. }
  176. void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  177. {
  178. if (action == GLFW_PRESS && button >= 0 && button < 3)
  179. g_MouseJustPressed[button] = true;
  180. }
  181. void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  182. {
  183. ImGuiIO& io = ImGui::GetIO();
  184. io.MouseWheelH += (float)xoffset;
  185. io.MouseWheel += (float)yoffset;
  186. }
  187. void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  188. {
  189. ImGuiIO& io = ImGui::GetIO();
  190. if (action == GLFW_PRESS)
  191. io.KeysDown[key] = true;
  192. if (action == GLFW_RELEASE)
  193. io.KeysDown[key] = false;
  194. (void)mods; // Modifiers are not reliable across systems
  195. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  196. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  197. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  198. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  199. }
  200. void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
  201. {
  202. ImGuiIO& io = ImGui::GetIO();
  203. if (c > 0 && c < 0x10000)
  204. io.AddInputCharacter((unsigned short)c);
  205. }
  206. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  207. {
  208. // Build texture atlas
  209. ImGuiIO& io = ImGui::GetIO();
  210. unsigned char* pixels;
  211. int width, height;
  212. 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.
  213. // Upload texture to graphics system
  214. GLint last_texture;
  215. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  216. glGenTextures(1, &g_FontTexture);
  217. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  218. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  219. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  220. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  221. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  222. // Store our identifier
  223. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  224. // Restore state
  225. glBindTexture(GL_TEXTURE_2D, last_texture);
  226. return true;
  227. }
  228. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  229. {
  230. // Backup GL state
  231. GLint last_texture, last_array_buffer, last_vertex_array;
  232. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  233. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  234. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  235. const GLchar* vertex_shader =
  236. "uniform mat4 ProjMtx;\n"
  237. "in vec2 Position;\n"
  238. "in vec2 UV;\n"
  239. "in vec4 Color;\n"
  240. "out vec2 Frag_UV;\n"
  241. "out vec4 Frag_Color;\n"
  242. "void main()\n"
  243. "{\n"
  244. " Frag_UV = UV;\n"
  245. " Frag_Color = Color;\n"
  246. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  247. "}\n";
  248. const GLchar* fragment_shader =
  249. "uniform sampler2D Texture;\n"
  250. "in vec2 Frag_UV;\n"
  251. "in vec4 Frag_Color;\n"
  252. "out vec4 Out_Color;\n"
  253. "void main()\n"
  254. "{\n"
  255. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  256. "}\n";
  257. const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
  258. const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
  259. g_ShaderHandle = glCreateProgram();
  260. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  261. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  262. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  263. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  264. glCompileShader(g_VertHandle);
  265. glCompileShader(g_FragHandle);
  266. glAttachShader(g_ShaderHandle, g_VertHandle);
  267. glAttachShader(g_ShaderHandle, g_FragHandle);
  268. glLinkProgram(g_ShaderHandle);
  269. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  270. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  271. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  272. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  273. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  274. glGenBuffers(1, &g_VboHandle);
  275. glGenBuffers(1, &g_ElementsHandle);
  276. ImGui_ImplGlfwGL3_CreateFontsTexture();
  277. // Restore modified GL state
  278. glBindTexture(GL_TEXTURE_2D, last_texture);
  279. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  280. glBindVertexArray(last_vertex_array);
  281. return true;
  282. }
  283. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  284. {
  285. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  286. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  287. g_VboHandle = g_ElementsHandle = 0;
  288. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  289. if (g_VertHandle) glDeleteShader(g_VertHandle);
  290. g_VertHandle = 0;
  291. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  292. if (g_FragHandle) glDeleteShader(g_FragHandle);
  293. g_FragHandle = 0;
  294. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  295. g_ShaderHandle = 0;
  296. if (g_FontTexture)
  297. {
  298. glDeleteTextures(1, &g_FontTexture);
  299. ImGui::GetIO().Fonts->TexID = 0;
  300. g_FontTexture = 0;
  301. }
  302. }
  303. static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
  304. {
  305. glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  306. glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  307. glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  308. glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  309. }
  310. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
  311. {
  312. g_Window = window;
  313. // Store GL version string so we can refer to it later in case we recreate shaders.
  314. if (glsl_version == NULL)
  315. glsl_version = "#version 150";
  316. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
  317. strcpy(g_GlslVersion, glsl_version);
  318. strcat(g_GlslVersion, "\n");
  319. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  320. ImGuiIO& io = ImGui::GetIO();
  321. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
  322. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  323. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  324. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  325. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  326. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  327. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  328. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  329. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  330. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  331. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  332. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  333. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  334. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  335. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  336. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  337. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  338. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  339. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  340. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  341. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  342. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  343. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  344. io.ClipboardUserData = g_Window;
  345. #ifdef _WIN32
  346. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  347. #endif
  348. // Load cursors
  349. // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
  350. g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  351. g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  352. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  353. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  354. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  355. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  356. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  357. if (install_callbacks)
  358. ImGui_ImplGlfw_InstallCallbacks(window);
  359. return true;
  360. }
  361. void ImGui_ImplGlfwGL3_Shutdown()
  362. {
  363. // Destroy GLFW mouse cursors
  364. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
  365. glfwDestroyCursor(g_MouseCursors[cursor_n]);
  366. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  367. // Destroy OpenGL objects
  368. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  369. }
  370. void ImGui_ImplGlfwGL3_NewFrame()
  371. {
  372. if (!g_FontTexture)
  373. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  374. ImGuiIO& io = ImGui::GetIO();
  375. // Setup display size (every frame to accommodate for window resizing)
  376. int w, h;
  377. int display_w, display_h;
  378. glfwGetWindowSize(g_Window, &w, &h);
  379. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  380. io.DisplaySize = ImVec2((float)w, (float)h);
  381. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  382. // Setup time step
  383. double current_time = glfwGetTime();
  384. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  385. g_Time = current_time;
  386. // Setup inputs
  387. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  388. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  389. {
  390. if (io.WantMoveMouse)
  391. {
  392. 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)
  393. }
  394. else
  395. {
  396. double mouse_x, mouse_y;
  397. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  398. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  399. }
  400. }
  401. else
  402. {
  403. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  404. }
  405. for (int i = 0; i < 3; i++)
  406. {
  407. // 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.
  408. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  409. g_MouseJustPressed[i] = false;
  410. }
  411. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  412. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  413. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  414. {
  415. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
  416. }
  417. else
  418. {
  419. glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  420. glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
  421. }
  422. // Gamepad navigation mapping [BETA]
  423. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  424. if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
  425. {
  426. // Update gamepad inputs
  427. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  428. #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; }
  429. int axes_count = 0, buttons_count = 0;
  430. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  431. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  432. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  433. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  434. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  435. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  436. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  437. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  438. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  439. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  440. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  441. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  442. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  443. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  444. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  445. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  446. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  447. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  448. #undef MAP_BUTTON
  449. #undef MAP_ANALOG
  450. }
  451. // 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.
  452. ImGui::NewFrame();
  453. }