source: opengl-game/imgui_impl_glfw_gl3.cpp@ 4e0b82b

feature/imgui-sdl points-test
Last change on this file since 4e0b82b was 4e0b82b, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Add an ImGui example project

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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
5// Implemented features:
6// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
7// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
8
9// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
10// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
11// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
12// https://github.com/ocornut/imgui
13
14// CHANGELOG
15// (minor and older changes stripped away, please see git history for details)
16// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
17// 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".
18// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
19// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
20// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
21// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
22// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
23// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
24// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
25// 2018-01-25: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
26// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
27// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
28// 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)
29// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
30// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
31// 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
32// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
33// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
34// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
35
36#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
37#define _CRT_SECURE_NO_WARNINGS
38#endif
39
40#include "imgui.h"
41#include "imgui_impl_glfw_gl3.h"
42
43// GL3W/GLFW
44#include "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.
45#include <GLFW/glfw3.h>
46#ifdef _WIN32
47#undef APIENTRY
48#define GLFW_EXPOSE_NATIVE_WIN32
49#define GLFW_EXPOSE_NATIVE_WGL
50#include <GLFW/glfw3native.h>
51#endif
52
53// GLFW data
54static GLFWwindow* g_Window = NULL;
55static double g_Time = 0.0f;
56static bool g_MouseJustPressed[3] = { false, false, false };
57static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
58
59// OpenGL3 data
60static char g_GlslVersion[32] = "#version 150";
61static GLuint g_FontTexture = 0;
62static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
63static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
64static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
65static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
66
67// OpenGL3 Render function.
68// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
69// 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.
70void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
71{
72 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
73 ImGuiIO& io = ImGui::GetIO();
74 int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
75 int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
76 if (fb_width == 0 || fb_height == 0)
77 return;
78 draw_data->ScaleClipRects(io.DisplayFramebufferScale);
79
80 // Backup GL state
81 GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
82 glActiveTexture(GL_TEXTURE0);
83 GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
84 GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
85 GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
86 GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
87 GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
88 GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
89 GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
90 GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
91 GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
92 GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
93 GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
94 GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
95 GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
96 GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
97 GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
98 GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
99 GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
100 GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
101 GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
102
103 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
104 glEnable(GL_BLEND);
105 glBlendEquation(GL_FUNC_ADD);
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 glDisable(GL_CULL_FACE);
108 glDisable(GL_DEPTH_TEST);
109 glEnable(GL_SCISSOR_TEST);
110 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
111
112 // Setup viewport, orthographic projection matrix
113 glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
114 const float ortho_projection[4][4] =
115 {
116 { 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
117 { 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f },
118 { 0.0f, 0.0f, -1.0f, 0.0f },
119 { -1.0f, 1.0f, 0.0f, 1.0f },
120 };
121 glUseProgram(g_ShaderHandle);
122 glUniform1i(g_AttribLocationTex, 0);
123 glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
124 glBindSampler(0, 0); // Rely on combined texture/sampler state.
125
126 // Recreate the VAO every time
127 // (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.)
128 GLuint vao_handle = 0;
129 glGenVertexArrays(1, &vao_handle);
130 glBindVertexArray(vao_handle);
131 glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
132 glEnableVertexAttribArray(g_AttribLocationPosition);
133 glEnableVertexAttribArray(g_AttribLocationUV);
134 glEnableVertexAttribArray(g_AttribLocationColor);
135 glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
136 glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
137 glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
138
139 // Draw
140 for (int n = 0; n < draw_data->CmdListsCount; n++)
141 {
142 const ImDrawList* cmd_list = draw_data->CmdLists[n];
143 const ImDrawIdx* idx_buffer_offset = 0;
144
145 glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
146 glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
147
148 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
149 glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
150
151 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
152 {
153 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
154 if (pcmd->UserCallback)
155 {
156 pcmd->UserCallback(cmd_list, pcmd);
157 }
158 else
159 {
160 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
161 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));
162 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
163 }
164 idx_buffer_offset += pcmd->ElemCount;
165 }
166 }
167 glDeleteVertexArrays(1, &vao_handle);
168
169 // Restore modified GL state
170 glUseProgram(last_program);
171 glBindTexture(GL_TEXTURE_2D, last_texture);
172 glBindSampler(0, last_sampler);
173 glActiveTexture(last_active_texture);
174 glBindVertexArray(last_vertex_array);
175 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
176 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
177 glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
178 glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
179 if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
180 if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
181 if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
182 if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
183 glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
184 glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
185 glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
186}
187
188static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
189{
190 return glfwGetClipboardString((GLFWwindow*)user_data);
191}
192
193static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
194{
195 glfwSetClipboardString((GLFWwindow*)user_data, text);
196}
197
198void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
199{
200 if (action == GLFW_PRESS && button >= 0 && button < 3)
201 g_MouseJustPressed[button] = true;
202}
203
204void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
205{
206 ImGuiIO& io = ImGui::GetIO();
207 io.MouseWheelH += (float)xoffset;
208 io.MouseWheel += (float)yoffset;
209}
210
211void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
212{
213 ImGuiIO& io = ImGui::GetIO();
214 if (action == GLFW_PRESS)
215 io.KeysDown[key] = true;
216 if (action == GLFW_RELEASE)
217 io.KeysDown[key] = false;
218
219 (void)mods; // Modifiers are not reliable across systems
220 io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
221 io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
222 io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
223 io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
224}
225
226void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
227{
228 ImGuiIO& io = ImGui::GetIO();
229 if (c > 0 && c < 0x10000)
230 io.AddInputCharacter((unsigned short)c);
231}
232
233bool ImGui_ImplGlfwGL3_CreateFontsTexture()
234{
235 // Build texture atlas
236 ImGuiIO& io = ImGui::GetIO();
237 unsigned char* pixels;
238 int width, height;
239 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.
240
241 // Upload texture to graphics system
242 GLint last_texture;
243 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
244 glGenTextures(1, &g_FontTexture);
245 glBindTexture(GL_TEXTURE_2D, g_FontTexture);
246 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
247 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
248 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
249 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
250
251 // Store our identifier
252 io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
253
254 // Restore state
255 glBindTexture(GL_TEXTURE_2D, last_texture);
256
257 return true;
258}
259
260bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
261{
262 // Backup GL state
263 GLint last_texture, last_array_buffer, last_vertex_array;
264 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
265 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
266 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
267
268 const GLchar* vertex_shader =
269 "uniform mat4 ProjMtx;\n"
270 "in vec2 Position;\n"
271 "in vec2 UV;\n"
272 "in vec4 Color;\n"
273 "out vec2 Frag_UV;\n"
274 "out vec4 Frag_Color;\n"
275 "void main()\n"
276 "{\n"
277 " Frag_UV = UV;\n"
278 " Frag_Color = Color;\n"
279 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
280 "}\n";
281
282 const GLchar* fragment_shader =
283 "uniform sampler2D Texture;\n"
284 "in vec2 Frag_UV;\n"
285 "in vec4 Frag_Color;\n"
286 "out vec4 Out_Color;\n"
287 "void main()\n"
288 "{\n"
289 " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
290 "}\n";
291
292 const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
293 const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
294
295 g_ShaderHandle = glCreateProgram();
296 g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
297 g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
298 glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
299 glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
300 glCompileShader(g_VertHandle);
301 glCompileShader(g_FragHandle);
302 glAttachShader(g_ShaderHandle, g_VertHandle);
303 glAttachShader(g_ShaderHandle, g_FragHandle);
304 glLinkProgram(g_ShaderHandle);
305
306 g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
307 g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
308 g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
309 g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
310 g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
311
312 glGenBuffers(1, &g_VboHandle);
313 glGenBuffers(1, &g_ElementsHandle);
314
315 ImGui_ImplGlfwGL3_CreateFontsTexture();
316
317 // Restore modified GL state
318 glBindTexture(GL_TEXTURE_2D, last_texture);
319 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
320 glBindVertexArray(last_vertex_array);
321
322 return true;
323}
324
325void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
326{
327 if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
328 if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
329 g_VboHandle = g_ElementsHandle = 0;
330
331 if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
332 if (g_VertHandle) glDeleteShader(g_VertHandle);
333 g_VertHandle = 0;
334
335 if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
336 if (g_FragHandle) glDeleteShader(g_FragHandle);
337 g_FragHandle = 0;
338
339 if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
340 g_ShaderHandle = 0;
341
342 if (g_FontTexture)
343 {
344 glDeleteTextures(1, &g_FontTexture);
345 ImGui::GetIO().Fonts->TexID = 0;
346 g_FontTexture = 0;
347 }
348}
349
350static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
351{
352 glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
353 glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
354 glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
355 glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
356}
357
358bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
359{
360 g_Window = window;
361
362 // Store GL version string so we can refer to it later in case we recreate shaders.
363 if (glsl_version == NULL)
364 glsl_version = "#version 150";
365 IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
366 strcpy(g_GlslVersion, glsl_version);
367 strcat(g_GlslVersion, "\n");
368
369 // Setup back-end capabilities flags
370 ImGuiIO& io = ImGui::GetIO();
371 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
372 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
373
374 // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
375 io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
376 io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
377 io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
378 io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
379 io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
380 io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
381 io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
382 io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
383 io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
384 io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
385 io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
386 io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
387 io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
388 io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
389 io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
390 io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
391 io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
392 io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
393 io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
394 io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
395 io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
396
397 io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
398 io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
399 io.ClipboardUserData = g_Window;
400#ifdef _WIN32
401 io.ImeWindowHandle = glfwGetWin32Window(g_Window);
402#endif
403
404 // Load cursors
405 // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
406 g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
407 g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
408 g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
409 g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
410 g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
411 g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
412 g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
413
414 if (install_callbacks)
415 ImGui_ImplGlfw_InstallCallbacks(window);
416
417 return true;
418}
419
420void ImGui_ImplGlfwGL3_Shutdown()
421{
422 // Destroy GLFW mouse cursors
423 for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
424 glfwDestroyCursor(g_MouseCursors[cursor_n]);
425 memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
426
427 // Destroy OpenGL objects
428 ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
429}
430
431void ImGui_ImplGlfwGL3_NewFrame()
432{
433 if (!g_FontTexture)
434 ImGui_ImplGlfwGL3_CreateDeviceObjects();
435
436 ImGuiIO& io = ImGui::GetIO();
437
438 // Setup display size (every frame to accommodate for window resizing)
439 int w, h;
440 int display_w, display_h;
441 glfwGetWindowSize(g_Window, &w, &h);
442 glfwGetFramebufferSize(g_Window, &display_w, &display_h);
443 io.DisplaySize = ImVec2((float)w, (float)h);
444 io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
445
446 // Setup time step
447 double current_time = glfwGetTime();
448 io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
449 g_Time = current_time;
450
451 // Setup inputs
452 // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
453 if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
454 {
455 // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
456 if (io.WantSetMousePos)
457 {
458 glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
459 }
460 else
461 {
462 double mouse_x, mouse_y;
463 glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
464 io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
465 }
466 }
467 else
468 {
469 io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
470 }
471
472 for (int i = 0; i < 3; i++)
473 {
474 // 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.
475 io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
476 g_MouseJustPressed[i] = false;
477 }
478
479 // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
480 if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
481 {
482 ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
483 if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
484 {
485 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
486 }
487 else
488 {
489 glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
490 glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
491 }
492 }
493
494 // Gamepad navigation mapping [BETA]
495 memset(io.NavInputs, 0, sizeof(io.NavInputs));
496 if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
497 {
498 // Update gamepad inputs
499#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
500#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; }
501 int axes_count = 0, buttons_count = 0;
502 const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
503 const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
504 MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
505 MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
506 MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
507 MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
508 MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
509 MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
510 MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
511 MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
512 MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
513 MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
514 MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
515 MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
516 MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
517 MAP_ANALOG(ImGuiNavInput_LStickRight, 0, +0.3f, +0.9f);
518 MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
519 MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
520#undef MAP_BUTTON
521#undef MAP_ANALOG
522 if (axes_count > 0 && buttons_count > 0)
523 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
524 else
525 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
526 }
527
528 // 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.
529 ImGui::NewFrame();
530}
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