imgui_impl_sdl_gl3.cpp 22 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. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  8. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  13. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
  14. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  15. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  16. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  17. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
  18. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
  19. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  20. // 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.
  21. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
  22. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  23. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  24. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
  25. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  26. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  27. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
  28. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  29. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  30. #include "imgui.h"
  31. #include "imgui_impl_sdl_gl3.h"
  32. // SDL,GL3W
  33. #include <SDL.h>
  34. #include <SDL_syswm.h>
  35. #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.
  36. // SDL data
  37. static Uint64 g_Time = 0;
  38. static bool g_MousePressed[3] = { false, false, false };
  39. static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_Count_] = { 0 };
  40. // OpenGL data
  41. static GLuint g_FontTexture = 0;
  42. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  43. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  44. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  45. static unsigned int g_VboHandle = 0,g_ElementsHandle = 0;
  46. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  47. // 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.
  48. // 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)
  49. void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
  50. {
  51. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  52. ImGuiIO& io = ImGui::GetIO();
  53. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  54. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  55. if (fb_width == 0 || fb_height == 0)
  56. return;
  57. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  58. // Backup GL state
  59. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  60. glActiveTexture(GL_TEXTURE0);
  61. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  62. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  63. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  64. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  65. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  66. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  67. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  68. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  69. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  70. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  71. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  72. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  73. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  74. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  75. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  76. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  77. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  78. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  79. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  80. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  81. glEnable(GL_BLEND);
  82. glBlendEquation(GL_FUNC_ADD);
  83. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  84. glDisable(GL_CULL_FACE);
  85. glDisable(GL_DEPTH_TEST);
  86. glEnable(GL_SCISSOR_TEST);
  87. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  88. // Setup viewport, orthographic projection matrix
  89. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  90. const float ortho_projection[4][4] =
  91. {
  92. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  93. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  94. { 0.0f, 0.0f, -1.0f, 0.0f },
  95. {-1.0f, 1.0f, 0.0f, 1.0f },
  96. };
  97. glUseProgram(g_ShaderHandle);
  98. glUniform1i(g_AttribLocationTex, 0);
  99. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  100. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  101. // Recreate the VAO every time
  102. // (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.)
  103. GLuint vao_handle = 0;
  104. glGenVertexArrays(1, &vao_handle);
  105. glBindVertexArray(vao_handle);
  106. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  107. glEnableVertexAttribArray(g_AttribLocationPosition);
  108. glEnableVertexAttribArray(g_AttribLocationUV);
  109. glEnableVertexAttribArray(g_AttribLocationColor);
  110. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  111. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  112. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  113. // Draw
  114. for (int n = 0; n < draw_data->CmdListsCount; n++)
  115. {
  116. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  117. const ImDrawIdx* idx_buffer_offset = 0;
  118. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  119. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  120. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  121. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  122. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  123. {
  124. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  125. if (pcmd->UserCallback)
  126. {
  127. pcmd->UserCallback(cmd_list, pcmd);
  128. }
  129. else
  130. {
  131. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  132. 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));
  133. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  134. }
  135. idx_buffer_offset += pcmd->ElemCount;
  136. }
  137. }
  138. // Restore modified GL state
  139. glUseProgram(last_program);
  140. glBindTexture(GL_TEXTURE_2D, last_texture);
  141. glBindSampler(0, last_sampler);
  142. glActiveTexture(last_active_texture);
  143. glBindVertexArray(last_vertex_array);
  144. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  145. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  146. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  147. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  148. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  149. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  150. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  151. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  152. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  153. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  154. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  155. }
  156. static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
  157. {
  158. return SDL_GetClipboardText();
  159. }
  160. static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
  161. {
  162. SDL_SetClipboardText(text);
  163. }
  164. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  165. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  166. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  167. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  168. bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
  169. {
  170. ImGuiIO& io = ImGui::GetIO();
  171. switch (event->type)
  172. {
  173. case SDL_MOUSEWHEEL:
  174. {
  175. if (event->wheel.x > 0) io.MouseWheelH += 1;
  176. if (event->wheel.x < 0) io.MouseWheelH -= 1;
  177. if (event->wheel.y > 0) io.MouseWheel += 1;
  178. if (event->wheel.y < 0) io.MouseWheel -= 1;
  179. return true;
  180. }
  181. case SDL_MOUSEBUTTONDOWN:
  182. {
  183. if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
  184. if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
  185. if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
  186. return true;
  187. }
  188. case SDL_TEXTINPUT:
  189. {
  190. io.AddInputCharactersUTF8(event->text.text);
  191. return true;
  192. }
  193. case SDL_KEYDOWN:
  194. case SDL_KEYUP:
  195. {
  196. int key = event->key.keysym.scancode;
  197. IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
  198. io.KeysDown[key] = (event->type == SDL_KEYDOWN);
  199. io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
  200. io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
  201. io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
  202. io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
  203. return true;
  204. }
  205. }
  206. return false;
  207. }
  208. void ImGui_ImplSdlGL3_CreateFontsTexture()
  209. {
  210. // Build texture atlas
  211. ImGuiIO& io = ImGui::GetIO();
  212. unsigned char* pixels;
  213. int width, height;
  214. 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.
  215. // Upload texture to graphics system
  216. GLint last_texture;
  217. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  218. glGenTextures(1, &g_FontTexture);
  219. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  220. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  221. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  222. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  223. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  224. // Store our identifier
  225. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  226. // Restore state
  227. glBindTexture(GL_TEXTURE_2D, last_texture);
  228. }
  229. bool ImGui_ImplSdlGL3_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. "#version 150\n"
  238. "uniform mat4 ProjMtx;\n"
  239. "in vec2 Position;\n"
  240. "in vec2 UV;\n"
  241. "in vec4 Color;\n"
  242. "out vec2 Frag_UV;\n"
  243. "out vec4 Frag_Color;\n"
  244. "void main()\n"
  245. "{\n"
  246. " Frag_UV = UV;\n"
  247. " Frag_Color = Color;\n"
  248. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  249. "}\n";
  250. const GLchar* fragment_shader =
  251. "#version 150\n"
  252. "uniform sampler2D Texture;\n"
  253. "in vec2 Frag_UV;\n"
  254. "in vec4 Frag_Color;\n"
  255. "out vec4 Out_Color;\n"
  256. "void main()\n"
  257. "{\n"
  258. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  259. "}\n";
  260. g_ShaderHandle = glCreateProgram();
  261. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  262. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  263. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  264. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  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_ImplSdlGL3_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_ImplSdlGL3_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. bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
  305. {
  306. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  307. ImGuiIO& io = ImGui::GetIO();
  308. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
  309. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
  310. io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
  311. io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
  312. io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
  313. io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
  314. io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
  315. io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
  316. io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
  317. io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
  318. io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
  319. io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
  320. io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
  321. io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
  322. io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
  323. io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
  324. io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
  325. io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
  326. io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
  327. io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
  328. io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
  329. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
  330. io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
  331. io.ClipboardUserData = NULL;
  332. g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
  333. g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
  334. g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
  335. g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
  336. g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
  337. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
  338. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
  339. #ifdef _WIN32
  340. SDL_SysWMinfo wmInfo;
  341. SDL_VERSION(&wmInfo.version);
  342. SDL_GetWindowWMInfo(window, &wmInfo);
  343. io.ImeWindowHandle = wmInfo.info.win.window;
  344. #else
  345. (void)window;
  346. #endif
  347. return true;
  348. }
  349. void ImGui_ImplSdlGL3_Shutdown()
  350. {
  351. // Destroy SDL mouse cursors
  352. for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_Count_; cursor_n++)
  353. SDL_FreeCursor(g_MouseCursors[cursor_n]);
  354. memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
  355. // Destroy OpenGL objects
  356. ImGui_ImplSdlGL3_InvalidateDeviceObjects();
  357. }
  358. void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
  359. {
  360. if (!g_FontTexture)
  361. ImGui_ImplSdlGL3_CreateDeviceObjects();
  362. ImGuiIO& io = ImGui::GetIO();
  363. // Setup display size (every frame to accommodate for window resizing)
  364. int w, h;
  365. int display_w, display_h;
  366. SDL_GetWindowSize(window, &w, &h);
  367. SDL_GL_GetDrawableSize(window, &display_w, &display_h);
  368. io.DisplaySize = ImVec2((float)w, (float)h);
  369. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  370. // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
  371. static Uint64 frequency = SDL_GetPerformanceFrequency();
  372. Uint64 current_time = SDL_GetPerformanceCounter();
  373. io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
  374. g_Time = current_time;
  375. // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
  376. int mx, my;
  377. Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
  378. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  379. 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.
  380. io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
  381. io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
  382. g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
  383. // 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)
  384. #if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4)
  385. if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0)
  386. io.MousePos = ImVec2((float)mx, (float)my);
  387. bool any_mouse_button_down = false;
  388. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  389. any_mouse_button_down |= io.MouseDown[n];
  390. if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0)
  391. SDL_CaptureMouse(SDL_TRUE);
  392. if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0)
  393. SDL_CaptureMouse(SDL_FALSE);
  394. #else
  395. if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0)
  396. io.MousePos = ImVec2((float)mx, (float)my);
  397. #endif
  398. // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
  399. ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
  400. if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
  401. {
  402. SDL_ShowCursor(0);
  403. }
  404. else
  405. {
  406. SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
  407. SDL_ShowCursor(1);
  408. }
  409. // 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.
  410. ImGui::NewFrame();
  411. }