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- // ImGui GLFW binding with OpenGL
- // You can copy and use unmodified imgui_impl_* files in your project.
- // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
- // See main.cpp for an example of using this.
- // https://github.com/ocornut/imgui
- #include <imgui.h>
- #include "imgui_impl_glfw.h"
- // GLFW
- #include <GLFW/glfw3.h>
- #ifdef _WIN32
- #undef APIENTRY
- #define GLFW_EXPOSE_NATIVE_WIN32
- #define GLFW_EXPOSE_NATIVE_WGL
- #include <GLFW/glfw3native.h>
- #endif
- // Data
- static GLFWwindow* g_Window = NULL;
- static double g_Time = 0.0f;
- static bool g_MousePressed[3] = { false, false, false };
- static float g_MouseWheel = 0.0f;
- static GLuint g_FontTexture = 0;
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // 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)
- void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
- {
- // We are using the OpenGL fixed pipeline to make the example code simpler to read!
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_2D);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
- // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
- ImGuiIO& io = ImGui::GetIO();
- float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
- // Setup viewport, orthographic projection matrix
- glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- // Render command lists
- #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
- const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- 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));
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
- #undef OFFSETOF
- // Restore modified state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- }
- static const char* ImGui_ImplGlfw_GetClipboardText()
- {
- return glfwGetClipboardString(g_Window);
- }
- static void ImGui_ImplGlfw_SetClipboardText(const char* text)
- {
- glfwSetClipboardString(g_Window, text);
- }
- void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
- {
- if (action == GLFW_PRESS && button >= 0 && button < 3)
- g_MousePressed[button] = true;
- }
- void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
- {
- g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
- }
- void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
- {
- ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
- (void)mods; // Modifiers are not reliable across systems
- io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
- io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
- io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
- }
- void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
- {
- ImGuiIO& io = ImGui::GetIO();
- if (c > 0 && c < 0x10000)
- io.AddInputCharacter((unsigned short)c);
- }
- bool ImGui_ImplGlfw_CreateDeviceObjects()
- {
- ImGuiIO& io = ImGui::GetIO();
- // Build texture atlas
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
- // Create OpenGL texture
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
- // Cleanup (don't clear the input data if you want to append new fonts later)
- io.Fonts->ClearInputData();
- io.Fonts->ClearTexData();
- glBindTexture(GL_TEXTURE_2D, last_texture);
- return true;
- }
- void ImGui_ImplGlfw_InvalidateDeviceObjects()
- {
- if (g_FontTexture)
- {
- glDeleteTextures(1, &g_FontTexture);
- ImGui::GetIO().Fonts->TexID = 0;
- g_FontTexture = 0;
- }
- }
- bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
- {
- g_Window = window;
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
- io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
- io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- #ifdef _WIN32
- io.ImeWindowHandle = glfwGetWin32Window(g_Window);
- #endif
- if (install_callbacks)
- {
- glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
- glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- }
- return true;
- }
- void ImGui_ImplGlfw_Shutdown()
- {
- ImGui_ImplGlfw_InvalidateDeviceObjects();
- ImGui::Shutdown();
- }
- void ImGui_ImplGlfw_NewFrame()
- {
- if (!g_FontTexture)
- ImGui_ImplGlfw_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(g_Window, &w, &h);
- glfwGetFramebufferSize(g_Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
- // Setup time step
- double current_time = glfwGetTime();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
- g_Time = current_time;
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
- if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
- {
- double mouse_x, mouse_y;
- glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
- }
- else
- {
- io.MousePos = ImVec2(-1,-1);
- }
-
- for (int i = 0; i < 3; i++)
- {
- io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 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.
- g_MousePressed[i] = false;
- }
- io.MouseWheel = g_MouseWheel;
- g_MouseWheel = 0.0f;
- // Hide OS mouse cursor if ImGui is drawing it
- glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
- // Start the frame
- ImGui::NewFrame();
- }
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