imgui_impl_sdl_gl3.cpp 17 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. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  4. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  5. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  6. // https://github.com/ocornut/imgui
  7. #include "imgui.h"
  8. #include "imgui_impl_sdl_gl3.h"
  9. // SDL,GL3W
  10. #include <SDL.h>
  11. #include <SDL_syswm.h>
  12. #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.
  13. // Data
  14. static double g_Time = 0.0f;
  15. static bool g_MousePressed[3] = { false, false, false };
  16. static float g_MouseWheel = 0.0f;
  17. static GLuint g_FontTexture = 0;
  18. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  19. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  20. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  21. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  22. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  23. // If text or lines are blurry when integrating ImGui in your engine:
  24. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  25. void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
  26. {
  27. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  28. ImGuiIO& io = ImGui::GetIO();
  29. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  30. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  31. if (fb_width == 0 || fb_height == 0)
  32. return;
  33. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  34. // Backup GL state
  35. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  36. glActiveTexture(GL_TEXTURE0);
  37. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  38. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  39. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  40. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  41. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  42. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  43. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  44. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  45. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  46. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  47. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  48. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  49. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  50. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  51. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  52. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  53. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  54. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
  55. glEnable(GL_BLEND);
  56. glBlendEquation(GL_FUNC_ADD);
  57. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  58. glDisable(GL_CULL_FACE);
  59. glDisable(GL_DEPTH_TEST);
  60. glEnable(GL_SCISSOR_TEST);
  61. // Setup viewport, orthographic projection matrix
  62. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  63. const float ortho_projection[4][4] =
  64. {
  65. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  66. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  67. { 0.0f, 0.0f, -1.0f, 0.0f },
  68. {-1.0f, 1.0f, 0.0f, 1.0f },
  69. };
  70. glUseProgram(g_ShaderHandle);
  71. glUniform1i(g_AttribLocationTex, 0);
  72. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  73. glBindVertexArray(g_VaoHandle);
  74. for (int n = 0; n < draw_data->CmdListsCount; n++)
  75. {
  76. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  77. const ImDrawIdx* idx_buffer_offset = 0;
  78. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  79. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  80. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  81. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  82. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  83. {
  84. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  85. if (pcmd->UserCallback)
  86. {
  87. pcmd->UserCallback(cmd_list, pcmd);
  88. }
  89. else
  90. {
  91. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  92. 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));
  93. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  94. }
  95. idx_buffer_offset += pcmd->ElemCount;
  96. }
  97. }
  98. // Restore modified GL state
  99. glUseProgram(last_program);
  100. glBindTexture(GL_TEXTURE_2D, last_texture);
  101. glActiveTexture(last_active_texture);
  102. glBindVertexArray(last_vertex_array);
  103. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  104. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  105. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  106. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  107. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  108. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  109. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  110. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  111. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  112. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  113. }
  114. static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
  115. {
  116. return SDL_GetClipboardText();
  117. }
  118. static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
  119. {
  120. SDL_SetClipboardText(text);
  121. }
  122. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  123. {
  124. ImGuiIO& io = ImGui::GetIO();
  125. switch (event->type)
  126. {
  127. case SDL_MOUSEWHEEL:
  128. {
  129. if (event->wheel.y > 0)
  130. g_MouseWheel = 1;
  131. if (event->wheel.y < 0)
  132. g_MouseWheel = -1;
  133. return true;
  134. }
  135. case SDL_MOUSEBUTTONDOWN:
  136. {
  137. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  138. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  139. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  140. return true;
  141. }
  142. case SDL_TEXTINPUT:
  143. {
  144. io.AddInputCharactersUTF8(event->text.text);
  145. return true;
  146. }
  147. case SDL_KEYDOWN:
  148. case SDL_KEYUP:
  149. {
  150. int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
  151. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  152. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  153. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  154. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  155. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  156. return true;
  157. }
  158. }
  159. return false;
  160. }
  161. void ImGui_ImplSdlGL3_CreateFontsTexture()
  162. {
  163. // Build texture atlas
  164. ImGuiIO& io = ImGui::GetIO();
  165. unsigned char* pixels;
  166. int width, height;
  167. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
  168. // Upload texture to graphics system
  169. GLint last_texture;
  170. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  171. glGenTextures(1, &g_FontTexture);
  172. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  173. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  174. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  175. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  176. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  177. // Store our identifier
  178. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  179. // Restore state
  180. glBindTexture(GL_TEXTURE_2D, last_texture);
  181. }
  182. bool ImGui_ImplSdlGL3_CreateDeviceObjects()
  183. {
  184. // Backup GL state
  185. GLint last_texture, last_array_buffer, last_vertex_array;
  186. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  187. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  188. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  189. const GLchar *vertex_shader =
  190. "#version 330\n"
  191. "uniform mat4 ProjMtx;\n"
  192. "in vec2 Position;\n"
  193. "in vec2 UV;\n"
  194. "in vec4 Color;\n"
  195. "out vec2 Frag_UV;\n"
  196. "out vec4 Frag_Color;\n"
  197. "void main()\n"
  198. "{\n"
  199. " Frag_UV = UV;\n"
  200. " Frag_Color = Color;\n"
  201. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  202. "}\n";
  203. const GLchar* fragment_shader =
  204. "#version 330\n"
  205. "uniform sampler2D Texture;\n"
  206. "in vec2 Frag_UV;\n"
  207. "in vec4 Frag_Color;\n"
  208. "out vec4 Out_Color;\n"
  209. "void main()\n"
  210. "{\n"
  211. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  212. "}\n";
  213. g_ShaderHandle = glCreateProgram();
  214. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  215. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  216. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  217. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  218. glCompileShader(g_VertHandle);
  219. glCompileShader(g_FragHandle);
  220. glAttachShader(g_ShaderHandle, g_VertHandle);
  221. glAttachShader(g_ShaderHandle, g_FragHandle);
  222. glLinkProgram(g_ShaderHandle);
  223. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  224. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  225. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  226. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  227. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  228. glGenBuffers(1, &g_VboHandle);
  229. glGenBuffers(1, &g_ElementsHandle);
  230. glGenVertexArrays(1, &g_VaoHandle);
  231. glBindVertexArray(g_VaoHandle);
  232. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  233. glEnableVertexAttribArray(g_AttribLocationPosition);
  234. glEnableVertexAttribArray(g_AttribLocationUV);
  235. glEnableVertexAttribArray(g_AttribLocationColor);
  236. #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
  237. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
  238. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
  239. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
  240. #undef OFFSETOF
  241. ImGui_ImplSdlGL3_CreateFontsTexture();
  242. // Restore modified GL state
  243. glBindTexture(GL_TEXTURE_2D, last_texture);
  244. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  245. glBindVertexArray(last_vertex_array);
  246. return true;
  247. }
  248. void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
  249. {
  250. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  251. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  252. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  253. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  254. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  255. if (g_VertHandle) glDeleteShader(g_VertHandle);
  256. g_VertHandle = 0;
  257. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  258. if (g_FragHandle) glDeleteShader(g_FragHandle);
  259. g_FragHandle = 0;
  260. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  261. g_ShaderHandle = 0;
  262. if (g_FontTexture)
  263. {
  264. glDeleteTextures(1, &g_FontTexture);
  265. ImGui::GetIO().Fonts->TexID = 0;
  266. g_FontTexture = 0;
  267. }
  268. }
  269. bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
  270. {
  271. ImGuiIO& io = ImGui::GetIO();
  272. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  273. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  274. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  275. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  276. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  277. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  278. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  279. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  280. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  281. io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
  282. io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
  283. io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
  284. io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
  285. io.KeyMap[ImGuiKey_A] = SDLK_a;
  286. io.KeyMap[ImGuiKey_C] = SDLK_c;
  287. io.KeyMap[ImGuiKey_V] = SDLK_v;
  288. io.KeyMap[ImGuiKey_X] = SDLK_x;
  289. io.KeyMap[ImGuiKey_Y] = SDLK_y;
  290. io.KeyMap[ImGuiKey_Z] = SDLK_z;
  291. 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.
  292. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  293. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  294. io.ClipboardUserData = NULL;
  295. #ifdef _WIN32
  296. SDL_SysWMinfo wmInfo;
  297. SDL_VERSION(&wmInfo.version);
  298. SDL_GetWindowWMInfo(window, &wmInfo);
  299. io.ImeWindowHandle = wmInfo.info.win.window;
  300. #else
  301. (void)window;
  302. #endif
  303. return true;
  304. }
  305. void ImGui_ImplSdlGL3_Shutdown()
  306. {
  307. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  308. ImGui::Shutdown();
  309. }
  310. void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
  311. {
  312. if (!g_FontTexture)
  313. ImGui_ImplSdlGL3_CreateDeviceObjects();
  314. ImGuiIO& io = ImGui::GetIO();
  315. // Setup display size (every frame to accommodate for window resizing)
  316. int w, h;
  317. int display_w, display_h;
  318. SDL_GetWindowSize(window, &w, &h);
  319. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  320. io.DisplaySize = ImVec2((float)w, (float)h);
  321. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  322. // Setup time step
  323. Uint32 time = SDL_GetTicks();
  324. double current_time = time / 1000.0;
  325. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
  326. g_Time = current_time;
  327. // Setup inputs
  328. // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
  329. int mx, my;
  330. Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
  331. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
  332. io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  333. else
  334. io.MousePos = ImVec2(-1, -1);
  335. io.MouseDown[0] = g_MousePressed[0] || (mouseMask & 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.
  336. io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  337. io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  338. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  339. io.MouseWheel = g_MouseWheel;
  340. g_MouseWheel = 0.0f;
  341. // Hide OS mouse cursor if ImGui is drawing it
  342. SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
  343. // Start the frame
  344. ImGui::NewFrame();
  345. }