imgui_impl_glfw_gl3.cpp 20 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.NavFlags |= ImGuiNavFlags_EnableGamepad'.
  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. #include "imgui.h"
  12. #include "imgui_impl_glfw_gl3.h"
  13. // GL3W/GLFW
  14. #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.
  15. #include <GLFW/glfw3.h>
  16. #ifdef _WIN32
  17. #undef APIENTRY
  18. #define GLFW_EXPOSE_NATIVE_WIN32
  19. #define GLFW_EXPOSE_NATIVE_WGL
  20. #include <GLFW/glfw3native.h>
  21. #endif
  22. // Data
  23. static GLFWwindow* g_Window = NULL;
  24. static double g_Time = 0.0f;
  25. static bool g_MouseJustPressed[3] = { false, false, false };
  26. static GLuint g_FontTexture = 0;
  27. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  28. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  29. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  30. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  31. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  32. // 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.
  33. // 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)
  34. void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
  35. {
  36. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  37. ImGuiIO& io = ImGui::GetIO();
  38. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  39. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  40. if (fb_width == 0 || fb_height == 0)
  41. return;
  42. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  43. // Backup GL state
  44. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  45. glActiveTexture(GL_TEXTURE0);
  46. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  47. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  48. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  49. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  50. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  51. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  52. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  53. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  54. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  55. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  56. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  57. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  58. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  59. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  60. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  61. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  62. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  63. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  64. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  65. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  66. glEnable(GL_BLEND);
  67. glBlendEquation(GL_FUNC_ADD);
  68. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  69. glDisable(GL_CULL_FACE);
  70. glDisable(GL_DEPTH_TEST);
  71. glEnable(GL_SCISSOR_TEST);
  72. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  73. // Setup viewport, orthographic projection matrix
  74. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  75. const float ortho_projection[4][4] =
  76. {
  77. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  78. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  79. { 0.0f, 0.0f, -1.0f, 0.0f },
  80. {-1.0f, 1.0f, 0.0f, 1.0f },
  81. };
  82. glUseProgram(g_ShaderHandle);
  83. glUniform1i(g_AttribLocationTex, 0);
  84. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  85. glBindVertexArray(g_VaoHandle);
  86. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  87. for (int n = 0; n < draw_data->CmdListsCount; n++)
  88. {
  89. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  90. const ImDrawIdx* idx_buffer_offset = 0;
  91. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  92. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  93. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  94. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  95. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  96. {
  97. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  98. if (pcmd->UserCallback)
  99. {
  100. pcmd->UserCallback(cmd_list, pcmd);
  101. }
  102. else
  103. {
  104. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  105. 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));
  106. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  107. }
  108. idx_buffer_offset += pcmd->ElemCount;
  109. }
  110. }
  111. // Restore modified GL state
  112. glUseProgram(last_program);
  113. glBindTexture(GL_TEXTURE_2D, last_texture);
  114. glBindSampler(0, last_sampler);
  115. glActiveTexture(last_active_texture);
  116. glBindVertexArray(last_vertex_array);
  117. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  118. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  119. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  120. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  121. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  122. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  123. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  124. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  125. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  126. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  127. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  128. }
  129. static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
  130. {
  131. return glfwGetClipboardString((GLFWwindow*)user_data);
  132. }
  133. static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
  134. {
  135. glfwSetClipboardString((GLFWwindow*)user_data, text);
  136. }
  137. void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
  138. {
  139. if (action == GLFW_PRESS && button >= 0 && button < 3)
  140. g_MouseJustPressed[button] = true;
  141. }
  142. void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
  143. {
  144. ImGuiIO& io = ImGui::GetIO();
  145. io.MouseWheelH += (float)xoffset;
  146. io.MouseWheel += (float)yoffset;
  147. }
  148. void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
  149. {
  150. ImGuiIO& io = ImGui::GetIO();
  151. if (action == GLFW_PRESS)
  152. io.KeysDown[key] = true;
  153. if (action == GLFW_RELEASE)
  154. io.KeysDown[key] = false;
  155. (void)mods; // Modifiers are not reliable across systems
  156. io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
  157. io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
  158. io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
  159. io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
  160. }
  161. void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
  162. {
  163. ImGuiIO& io = ImGui::GetIO();
  164. if (c > 0 && c < 0x10000)
  165. io.AddInputCharacter((unsigned short)c);
  166. }
  167. bool ImGui_ImplGlfwGL3_CreateFontsTexture()
  168. {
  169. // Build texture atlas
  170. ImGuiIO& io = ImGui::GetIO();
  171. unsigned char* pixels;
  172. int width, height;
  173. 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.
  174. // Upload texture to graphics system
  175. GLint last_texture;
  176. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  177. glGenTextures(1, &g_FontTexture);
  178. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  179. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  180. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  181. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  182. // Store our identifier
  183. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  184. // Restore state
  185. glBindTexture(GL_TEXTURE_2D, last_texture);
  186. return true;
  187. }
  188. bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
  189. {
  190. // Backup GL state
  191. GLint last_texture, last_array_buffer, last_vertex_array;
  192. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  193. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  194. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  195. const GLchar *vertex_shader =
  196. "#version 150\n"
  197. "uniform mat4 ProjMtx;\n"
  198. "in vec2 Position;\n"
  199. "in vec2 UV;\n"
  200. "in vec4 Color;\n"
  201. "out vec2 Frag_UV;\n"
  202. "out vec4 Frag_Color;\n"
  203. "void main()\n"
  204. "{\n"
  205. " Frag_UV = UV;\n"
  206. " Frag_Color = Color;\n"
  207. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  208. "}\n";
  209. const GLchar* fragment_shader =
  210. "#version 150\n"
  211. "uniform sampler2D Texture;\n"
  212. "in vec2 Frag_UV;\n"
  213. "in vec4 Frag_Color;\n"
  214. "out vec4 Out_Color;\n"
  215. "void main()\n"
  216. "{\n"
  217. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  218. "}\n";
  219. g_ShaderHandle = glCreateProgram();
  220. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  221. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  222. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  223. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  224. glCompileShader(g_VertHandle);
  225. glCompileShader(g_FragHandle);
  226. glAttachShader(g_ShaderHandle, g_VertHandle);
  227. glAttachShader(g_ShaderHandle, g_FragHandle);
  228. glLinkProgram(g_ShaderHandle);
  229. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  230. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  231. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  232. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  233. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  234. glGenBuffers(1, &g_VboHandle);
  235. glGenBuffers(1, &g_ElementsHandle);
  236. glGenVertexArrays(1, &g_VaoHandle);
  237. glBindVertexArray(g_VaoHandle);
  238. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  239. glEnableVertexAttribArray(g_AttribLocationPosition);
  240. glEnableVertexAttribArray(g_AttribLocationUV);
  241. glEnableVertexAttribArray(g_AttribLocationColor);
  242. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  243. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  244. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  245. ImGui_ImplGlfwGL3_CreateFontsTexture();
  246. // Restore modified GL state
  247. glBindTexture(GL_TEXTURE_2D, last_texture);
  248. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  249. glBindVertexArray(last_vertex_array);
  250. return true;
  251. }
  252. void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
  253. {
  254. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  255. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  256. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  257. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  258. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  259. if (g_VertHandle) glDeleteShader(g_VertHandle);
  260. g_VertHandle = 0;
  261. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  262. if (g_FragHandle) glDeleteShader(g_FragHandle);
  263. g_FragHandle = 0;
  264. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  265. g_ShaderHandle = 0;
  266. if (g_FontTexture)
  267. {
  268. glDeleteTextures(1, &g_FontTexture);
  269. ImGui::GetIO().Fonts->TexID = 0;
  270. g_FontTexture = 0;
  271. }
  272. }
  273. bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
  274. {
  275. g_Window = window;
  276. ImGuiIO& io = ImGui::GetIO();
  277. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
  278. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
  279. io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
  280. io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
  281. io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
  282. io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
  283. io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
  284. io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
  285. io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
  286. io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
  287. io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
  288. io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
  289. io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
  290. io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
  291. io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
  292. io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
  293. io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
  294. io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
  295. io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
  296. io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
  297. io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
  298. io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  299. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
  300. io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
  301. io.ClipboardUserData = g_Window;
  302. #ifdef _WIN32
  303. io.ImeWindowHandle = glfwGetWin32Window(g_Window);
  304. #endif
  305. if (install_callbacks)
  306. {
  307. glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
  308. glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
  309. glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
  310. glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
  311. }
  312. return true;
  313. }
  314. void ImGui_ImplGlfwGL3_Shutdown()
  315. {
  316. ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
  317. }
  318. void ImGui_ImplGlfwGL3_NewFrame()
  319. {
  320. if (!g_FontTexture)
  321. ImGui_ImplGlfwGL3_CreateDeviceObjects();
  322. ImGuiIO& io = ImGui::GetIO();
  323. // Setup display size (every frame to accommodate for window resizing)
  324. int w, h;
  325. int display_w, display_h;
  326. glfwGetWindowSize(g_Window, &w, &h);
  327. glfwGetFramebufferSize(g_Window, &display_w, &display_h);
  328. io.DisplaySize = ImVec2((float)w, (float)h);
  329. io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
  330. // Setup time step
  331. double current_time = glfwGetTime();
  332. io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
  333. g_Time = current_time;
  334. // Setup inputs
  335. // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
  336. if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
  337. {
  338. if (io.WantMoveMouse)
  339. {
  340. 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)
  341. }
  342. else
  343. {
  344. double mouse_x, mouse_y;
  345. glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
  346. io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
  347. }
  348. }
  349. else
  350. {
  351. io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
  352. }
  353. for (int i = 0; i < 3; i++)
  354. {
  355. // 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.
  356. io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
  357. g_MouseJustPressed[i] = false;
  358. }
  359. // Hide OS mouse cursor if ImGui is drawing it
  360. glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
  361. // Gamepad navigation mapping [BETA]
  362. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  363. if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
  364. {
  365. // Update gamepad inputs
  366. #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
  367. #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; }
  368. int axes_count = 0, buttons_count = 0;
  369. const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  370. const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  371. MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
  372. MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
  373. MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
  374. MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
  375. MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
  376. MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
  377. MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
  378. MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
  379. MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
  380. MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
  381. MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
  382. MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
  383. MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
  384. MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
  385. MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
  386. MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
  387. #undef MAP_BUTTON
  388. #undef MAP_ANALOG
  389. }
  390. // 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.
  391. ImGui::NewFrame();
  392. }